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authorSven Gothel <[email protected]>2014-02-24 13:32:34 +0100
committerSven Gothel <[email protected]>2014-02-24 13:32:34 +0100
commitc3621221b9a563495b4f54fe60e18e8db8cc57fb (patch)
tree00aded20f3582e517372c12f58e19d3524582099 /make/resources/android/res-test/drawable-hdpi
parentf69df875d0b9f969a816d143ed589b25e50cd9e7 (diff)
Bug 802: Graph TextRenderer Performance Part-1 (incomplete, rendering artifacts)
Strategy Change: - Font.Glyph itself holds it's OutlineShape with it's default scaling. Triangulation is done only once per glyph! - A CharSequence produces a Region by translating and scaling each Glyphs's OutlineShape. This removes the need for re-triangulate - see above. See: TextRendererUtil - The indices of re-added Triangles are offset to the new vertices (FIXME, seems not be be accurate yet). - OutlineShape's vertices and triangles are reused if 'clean'. - Simplified code - Reduced copies API Changes: - OutlineShape, Region, ...: See above - Removed TextRenderer, GlyphShape and GlyphString: Redundant - Added TextRendererUtil to produce the Region from CharSequence Result: - Over 600 fps while changing text for each frame. Previously only ~60fps max. TODO: - Region shall not hold the triangles itself, but the indices instead. This will remove the need to swizzle w/ vertices in the Region Renderer impl and easies reusage of OutlineShapes.
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