+ correcting shadow visual appearance (b/17610926)

+ adjusting spot and ambient shadow opacity constants to achieve desired appearance
+ reducing ambient scale ratio back to 1.0 to address over-lightening at higher elevations
+ partially revert ag/546290

Change-Id: I9d7f664f73a7b9b83df73b739103c97054bd4f6e
This commit is contained in:
ztenghui
2014-10-01 16:10:16 -07:00
parent fe426d061a
commit 8def74de33
2 changed files with 3 additions and 3 deletions

View File

@@ -412,7 +412,7 @@
<dimen name="light_y">-200dp</dimen>
<dimen name="light_z">800dp</dimen>
<dimen name="light_radius">800dp</dimen>
<item type="dimen" format="float" name="ambient_shadow_alpha">0.047</item>
<item type="dimen" format="float" name="spot_shadow_alpha">0.098</item>
<item type="dimen" format="float" name="ambient_shadow_alpha">0.075</item>
<item type="dimen" format="float" name="spot_shadow_alpha">0.15</item>
</resources>

View File

@@ -37,7 +37,7 @@ void ShadowTessellator::tessellateAmbientShadow(bool isCasterOpaque,
// A bunch of parameters to tweak the shadow.
// TODO: Allow some of these changable by debug settings or APIs.
float heightFactor = 1.0f / 86;
float heightFactor = 1.0f / 128;
const float geomFactor = 64;
Caches& caches = Caches::getInstance();