Index: cc/geometry_binding.cc |
diff --git a/cc/geometry_binding.cc b/cc/geometry_binding.cc |
index cef487012be8382deb15ed8b671aaf27980816be..e90fa52d5cf3a19237854786f2b378090528cdcb 100644 |
--- a/cc/geometry_binding.cc |
+++ b/cc/geometry_binding.cc |
@@ -25,7 +25,7 @@ GeometryBinding::GeometryBinding(WebKit::WebGraphicsContext3D* context, const gf |
struct Vertex { |
float a_position[3]; |
float a_texCoord[2]; |
- float a_index; // index into the matrix array for this quad |
+ float a_index; // index of the vertex, divide by 4 to have the matrix for this quad |
}; |
struct Quad { Vertex v0, v1, v2, v3; }; |
struct QuadIndex { uint16_t data[6]; }; |
@@ -36,10 +36,10 @@ GeometryBinding::GeometryBinding(WebKit::WebGraphicsContext3D* context, const gf |
Quad quad_list[8]; |
QuadIndex quad_index_list[8]; |
for (int i = 0; i < 8; i++) { |
whunt
2012/12/15 00:55:00
FYI: doing the math in integer land and using stat
|
- Vertex v0 = { quadVertexRect.x() , quadVertexRect.bottom(), 0.0f, 0.0f, 1.0f, (float)i }; |
- Vertex v1 = { quadVertexRect.x() , quadVertexRect.y() , 0.0f, 0.0f, 0.0f, (float)i }; |
- Vertex v2 = { quadVertexRect.right(), quadVertexRect.y() , 0.0f, 1.0f, 0.0f, (float)i }; |
- Vertex v3 = { quadVertexRect.right(), quadVertexRect.bottom(), 0.0f, 1.0f, 1.0f, (float)i }; |
+ Vertex v0 = { quadVertexRect.x() , quadVertexRect.bottom(), 0.0f, 0.0f, 1.0f, i * 4.0f + 0.0f }; |
+ Vertex v1 = { quadVertexRect.x() , quadVertexRect.y() , 0.0f, 0.0f, 0.0f, i * 4.0f + 1.0f }; |
+ Vertex v2 = { quadVertexRect.right(), quadVertexRect.y() , 0.0f, 1.0f, 0.0f, i * 4.0f + 2.0f }; |
+ Vertex v3 = { quadVertexRect.right(), quadVertexRect.bottom(), 0.0f, 1.0f, 1.0f, i * 4.0f + 3.0f }; |
Quad x = { v0, v1, v2, v3 }; |
quad_list[i] = x; |
QuadIndex y = { 0 + 4 * i, 1 + 4 * i, 2 + 4 * i, 3 + 4 * i, 0 + 4 * i, 2 + 4 * i }; |