Tweak the threshold for conic path quads computation.
We still want it to be related to the threshold for bezier generation.
b/19903239
Change-Id: Ifdce32f1c28ecea9eac98d02c73afa948341fc7d
diff --git a/libs/hwui/TessellationCache.cpp b/libs/hwui/TessellationCache.cpp
index 704a691..9df1f0d 100644
--- a/libs/hwui/TessellationCache.cpp
+++ b/libs/hwui/TessellationCache.cpp
@@ -226,9 +226,9 @@
// tessellate caster outline into a 2d polygon
Vector<Vertex> casterVertices2d;
- const float casterRefinementThresholdSquared = 4.0f;
+ const float casterRefinementThreshold = 2.0f;
PathTessellator::approximatePathOutlineVertices(*casterPerimeter,
- casterRefinementThresholdSquared, casterVertices2d);
+ casterRefinementThreshold, casterVertices2d);
// Shadow requires CCW for now. TODO: remove potential double-reverse
reverseVertexArray(casterVertices2d.editArray(), casterVertices2d.size());