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authorGravatar Ruiqi Mao <ruiqimao@google.com>2018-07-03 21:18:07 +0000
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-07-03 21:18:18 +0000
commitc05aa7d163fd0b930fa450d2e4c7f2497f036254 (patch)
treed741730ca4b88ade1f73f4f2c20dec0ad1789464 /docs
parent5ffcb4d20e3f9798daa013f2b4d00bfb4a9a01da (diff)
Revert "added skeletal animation support to GPU backend"
This reverts commit b6307340e8a6a9d3a7517def7f5eaaadffd07d14. Reason for revert: patch/atlas failing in gold Original change's description: > added skeletal animation support to GPU backend > > added caching of SkVertices > > Docs-Preview: https://skia.org/?cl=138596 > Bug: skia: > Change-Id: Ia750f55f5f6d0de250d9e9c5619f4d1ac856f9f5 > Reviewed-on: https://skia-review.googlesource.com/138596 > Reviewed-by: Brian Osman <brianosman@google.com> > Reviewed-by: Robert Phillips <robertphillips@google.com> > Commit-Queue: Ruiqi Mao <ruiqimao@google.com> TBR=robertphillips@google.com,brianosman@google.com,reed@google.com,ruiqimao@google.com Change-Id: Idfaf016a7ff4cdd8af2543d510706f489d04417a No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: skia: Reviewed-on: https://skia-review.googlesource.com/139281 Reviewed-by: Ruiqi Mao <ruiqimao@google.com> Commit-Queue: Ruiqi Mao <ruiqimao@google.com>
Diffstat (limited to 'docs')
-rw-r--r--docs/SkCanvas_Reference.bmh2
1 files changed, 0 insertions, 2 deletions
diff --git a/docs/SkCanvas_Reference.bmh b/docs/SkCanvas_Reference.bmh
index bfd3e9d7d1..cfeef6331b 100644
--- a/docs/SkCanvas_Reference.bmh
+++ b/docs/SkCanvas_Reference.bmh
@@ -5772,7 +5772,6 @@ contains Shader, Blend_Mode mode combines Vertices_Colors with Shader.
The first element of bones should be an object to world space transformation matrix that
will be applied before performing mesh deformations. If no such transformation is needed,
it should be the identity matrix.
-boneCount must be at most 100, and thus the size of bones should be at most 100.
#Param vertices triangle mesh to draw ##
#Param bones bone matrix data ##
@@ -5822,7 +5821,6 @@ contains Shader, Blend_Mode mode combines Vertices_Colors with Shader.
The first element of bones should be an object to world space transformation matrix that
will be applied before performing mesh deformations. If no such transformation is needed,
it should be the identity matrix.
-boneCount must be at most 100, and thus the size of bones should be at most 100.
#Param vertices triangle mesh to draw ##
#Param bones bone matrix data ##