Previously, we use the tolerance of T value as 0.001f.
That mean, In 4K system, the error range of result can be ~2 pixels.
Let we squeeze the tolerance so reduce the numeric error.
Change-Id: I7d08de0bce8f2bac3441cb8a0bd4e5b55a31b989
Signed-off-by: Eunki, Hong <eunkiki.hong@samsung.com>
{
Dali::Vector4 controlPoints = mAlphaFunction.GetBezierControlPoints();
- static const float tolerance = 0.001f; //10 iteration max
+ static const float tolerance = 0.00005f; // 15 iteration max
//Perform a binary search on the curve
float lowerBound(0.0f);