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-rw-r--r--cc/trees/layer_sorter.cc18
1 files changed, 9 insertions, 9 deletions
diff --git a/cc/trees/layer_sorter.cc b/cc/trees/layer_sorter.cc
index 16b75fa..ffeb04a 100644
--- a/cc/trees/layer_sorter.cc
+++ b/cc/trees/layer_sorter.cc
@@ -188,11 +188,11 @@ LayerShape::LayerShape(float width,
// Compute the projection of the layer quad onto the z = 0 plane.
- gfx::PointF clippedQuad[8];
+ gfx::PointF clipped_quad[8];
int num_vertices_in_clipped_quad;
MathUtil::MapClippedQuad(draw_transform,
layer_quad,
- clippedQuad,
+ clipped_quad,
num_vertices_in_clipped_quad);
if (num_vertices_in_clipped_quad < 3) {
@@ -201,7 +201,7 @@ LayerShape::LayerShape(float width,
}
projected_bounds =
- MathUtil::ComputeEnclosingRectOfVertices(clippedQuad,
+ MathUtil::ComputeEnclosingRectOfVertices(clipped_quad,
num_vertices_in_clipped_quad);
// NOTE: it will require very significant refactoring and overhead to deal
@@ -209,14 +209,14 @@ LayerShape::LayerShape(float width,
// layer sorting it is equally correct to take a subsection of the polygon
// that can be made into a quad. This will only be incorrect in the case of
// intersecting layers, which are not supported yet anyway.
- projected_quad.set_p1(clippedQuad[0]);
- projected_quad.set_p2(clippedQuad[1]);
- projected_quad.set_p3(clippedQuad[2]);
+ projected_quad.set_p1(clipped_quad[0]);
+ projected_quad.set_p2(clipped_quad[1]);
+ projected_quad.set_p3(clipped_quad[2]);
if (num_vertices_in_clipped_quad >= 4) {
- projected_quad.set_p4(clippedQuad[3]);
+ projected_quad.set_p4(clipped_quad[3]);
} else {
// This will be a degenerate quad that is actually a triangle.
- projected_quad.set_p4(clippedQuad[2]);
+ projected_quad.set_p4(clipped_quad[2]);
}
// Compute the normal of the layer's plane.
@@ -298,7 +298,7 @@ void LayerSorter::CreateGraphNodes(LayerList::iterator first,
void LayerSorter::CreateGraphEdges() {
DVLOG(2) << "Edges:";
- // Fraction of the total zRange below which z differences
+ // Fraction of the total z_range below which z differences
// are not considered reliable.
const float z_threshold_factor = 0.01f;
float z_threshold = z_range_ * z_threshold_factor;