|
|
|
|
|
|
} |
|
|
|
|
|
|
|
uiVertexUV _expandFill(float fringe) { |
|
|
|
float aa = fringe; |
|
|
|
float aa = this.canSkipAAHairline ? 0f : fringe; |
|
|
|
float woff = aa * 0.5f; |
|
|
|
var points = this._points; |
|
|
|
var paths = this._paths; |
|
|
|
|
|
|
|
|
|
|
uiList<Vector3> _strokeVertices = null; |
|
|
|
uiList<Vector2> _strokeUV = null; |
|
|
|
if (aa > 0.0f && !this.canSkipAAHairline) { |
|
|
|
if (aa > 0.0f) { |
|
|
|
_strokeVertices = ObjectPool<uiList<Vector3>>.alloc(); |
|
|
|
_strokeUV = ObjectPool<uiList<Vector2>>.alloc(); |
|
|
|
cvertices = 0; |
|
|
|