History log of /frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/Rotate3dTextActivity.java
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
19d4dd8599cb870923ab349d2ab96cacffd9c6f5 04-Mar-2013 Romain Guy <romainguy@google.com> Take text scale/skew into account only when rendering into a layer

3D rotations can undo scale/skew transforms; since FreeType only accepts
2x2 matrices we can end up generating very large glyphs that are drawn
at a 1:1 scale on screen. For instance, if the current transform has a
scale of 2000 set on both X and Y axis and a perspective Z factor set to
Z, the actual scale factor on screen ends up being 1. We would however
generate glyphs with a scale factor of 2000 causing the font renderer
to blow up.

Change-Id: Ia5c3618d36644e817825cb9c89e2f53aece2074e
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/Rotate3dTextActivity.java
a4adcf0239039eb8f005be252409901c41b28839 28-Feb-2013 Romain Guy <romainguy@google.com> Support 3D rotations when drawing text

If a perspective transform is set on the Canvas, drawText() should
not attempt to rasterize glyphs in screen space. This change uses
the old behavior instead (i.e. rasterize the glyphs at the native
font size and apply the transform on the resulting mesh.)

This change also adds an optimization: empty glyphs (spaces) do
not generate vertices anymore. This saves a lot of vertices in text
heavy applications such as Gmail.

Change-Id: Ib531384163f5165b5785501612a7b1474f3ff599
/frameworks/base/tests/HwAccelerationTest/src/com/android/test/hwui/Rotate3dTextActivity.java