Index: cc/gl_renderer.cc |
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc |
index 37add0318bfcc5d6b72824460671c93a6a8aa49e..efad78d83c50086be11afd5ca7ff7547a3914267 100644 |
--- a/cc/gl_renderer.cc |
+++ b/cc/gl_renderer.cc |
@@ -692,10 +692,8 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua |
float clampX = min(0.5, clampRect.width() / 2.0 - epsilon); |
float clampY = min(0.5, clampRect.height() / 2.0 - epsilon); |
clampRect.Inset(clampX, clampY, clampX, clampY); |
- gfx::PointF clampOffset = clampRect.origin() - tileRect.origin(); |
- gfx::PointF textureOffset = quad->textureOffset() + clampOffset + |
- (tileRect.origin() - quad->quadRect().origin()); |
+ gfx::PointF textureOffset = quad->textureOffset() + clampRect.OffsetFromOrigin() - quad->quadRect().OffsetFromOrigin(); |
Peter Kasting
2012/10/29 23:06:33
Nit: 80 columns
danakj
2012/10/29 23:21:41
Heh, we're not doing that in cc/ yet, it was prett
|
// Map clamping rectangle to unit square. |
float vertexTexTranslateX = -clampRect.x() / clampRect.width(); |