, fUmbraColor(umbraColor)
, fPenumbraColor(penumbraColor)
, fTransparent(transparent)
+ , fValidUmbra(true)
, fPrevUmbraIndex(-1)
+ , fCurrPolyPoint(0)
+ , fPrevUmbraOutside(false)
, fFirstUmbraOutside(false) {
// TODO: calculate these better
// check to see if we have a valid umbra at all
bool usePointCheck = path.isRRect(nullptr) || path.isRect(nullptr) || path.isOval(nullptr);
this->checkUmbraAndTransformCentroid(scale, translate, usePointCheck);
- fPrevUmbraOutside = false;
// walk around the path, tessellate and generate inner and outer rings
SkPath::Iter iter(path, true);