Recently, when digging into the SurfaceFlinger
code, I discovered it renders its layers upside down, using the method like 1.0f minus vertex Y coordinate.
I feel confused. Why do they do this?
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adelphus
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linzuojian
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what are you talking about? – pskink Sep 02 '15 at 17:14
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Could be because OpenGL's (0,0) point is at the bottom-left of the screen.. whereas the higher-level windowing API assumes (0,0) is the top-left.

Buddy
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