Index: src/utils/SkShadowPaintFilterCanvas.cpp |
diff --git a/src/utils/SkShadowPaintFilterCanvas.cpp b/src/utils/SkShadowPaintFilterCanvas.cpp |
index e4308709edf49ed0bd7f1c4734f0a0c1b8abfc54..33bd758a542a8d869cbb9054b0125654503444ad 100644 |
--- a/src/utils/SkShadowPaintFilterCanvas.cpp |
+++ b/src/utils/SkShadowPaintFilterCanvas.cpp |
@@ -50,7 +50,6 @@ bool SkShadowPaintFilterCanvas::onFilter(SkTCopyOnFirstWrite<SkPaint>* paint, Ty |
SkISize SkShadowPaintFilterCanvas::ComputeDepthMapSize(const SkLights::Light& light, int maxDepth, |
int width, int height) { |
- SkASSERT(light.type() != SkLights::Light::kAmbient_LightType); |
if (light.type() != SkLights::Light::kDirectional_LightType) { |
return SkISize::Make(width *2 , height * 2); |
} |
@@ -79,13 +78,11 @@ void SkShadowPaintFilterCanvas::updateMatrix() { |
// It is up to the user to set the 0th light in fLights to |
// the light the want to render the depth map with. |
robertphillips
2016/08/26 17:31:29
Don't we still need the if test to eliminate point
vjiaoblack
2016/08/26 18:10:38
Done.
|
- if (this->fLights->light(0).type() == SkLights::Light::kDirectional_LightType) { |
- const SkVector3& lightDir = this->fLights->light(0).dir(); |
- SkScalar x = lightDir.fX * this->getZ(); |
- SkScalar y = lightDir.fY * this->getZ(); |
+ const SkVector3& lightDir = this->fLights->light(0).dir(); |
+ SkScalar x = lightDir.fX * this->getZ(); |
+ SkScalar y = lightDir.fY * this->getZ(); |
- this->translate(x, y); |
- } |
+ this->translate(x, y); |
} |
void SkShadowPaintFilterCanvas::onDrawPaint(const SkPaint &paint) { |