void RenderNode::issueDrawShadowOperation(const Matrix4& transformFromParent, T& handler) {
if (properties().getAlpha() <= 0.0f
|| properties().getOutline().getAlpha() <= 0.0f
- || !properties().getOutline().getPath()) {
+ || !properties().getOutline().getPath()
+ || properties().getScaleX() == 0
+ || properties().getScaleY() == 0) {
// no shadow to draw
return;
}
const bool useViewProperties = (!mLayer || drawLayer);
if (useViewProperties) {
const Outline& outline = properties().getOutline();
- if (properties().getAlpha() <= 0 || (outline.getShouldClip() && outline.isEmpty())) {
+ if (properties().getAlpha() <= 0
+ || (outline.getShouldClip() && outline.isEmpty())
+ || properties().getScaleX() == 0
+ || properties().getScaleY() == 0) {
DISPLAY_LIST_LOGD("%*sRejected display list (%p, %s)", handler.level() * 2, "",
this, getName());
return;
}
#if DEBUG_SHADOW
- ALOGD("light center %f %f %f",
- adjustedLightCenter.x, adjustedLightCenter.y, adjustedLightCenter.z);
+ ALOGD("light center %f %f %f %d",
+ adjustedLightCenter.x, adjustedLightCenter.y, adjustedLightCenter.z, lightRadius);
#endif
// light position (because it's in local space) needs to compensate for receiver transform
*/
void SpotShadow::dumpPolygon(const Vector3* poly, int polyLength, const char* polyName) {
for (int i = 0; i < polyLength; i++) {
- ALOGD("polygon %s i %d x %f y %f", polyName, i, poly[i].x, poly[i].y);
+ ALOGD("polygon %s i %d x %f y %f z %f", polyName, i, poly[i].x, poly[i].y, poly[i].z);
}
}