Change old PRG to be SkLCGRandom; change new one to SkRandom
The goal here is to get people to start using the new random number
generator, while leaving the old one in place so we don't have to
rebaseline GMs.
R=reed@google.com, bsalomon@google.com
Author: jvanverth@google.com
Review URL: https://chromiumcodereview.appspot.com/23576015
git-svn-id: http://skia.googlecode.com/svn/trunk@11169 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gm/beziereffects.cpp b/gm/beziereffects.cpp
index 2a63d73..c33674c 100644
--- a/gm/beziereffects.cpp
+++ b/gm/beziereffects.cpp
@@ -74,7 +74,7 @@
};
static const int kNumCubics = 15;
- SkMWCRandom rand;
+ SkRandom rand;
// Mult by 3 for each edge effect type
int numCols = SkScalarCeilToInt(SkScalarSqrt(SkIntToScalar(kNumCubics*3)));
@@ -226,7 +226,7 @@
};
static const int kNumConics = 10;
- SkMWCRandom rand;
+ SkRandom rand;
// Mult by 3 for each edge effect type
int numCols = SkScalarCeilToInt(SkScalarSqrt(SkIntToScalar(kNumConics*3)));
@@ -411,7 +411,7 @@
};
static const int kNumQuads = 5;
- SkMWCRandom rand;
+ SkRandom rand;
int numCols = SkScalarCeilToInt(SkScalarSqrt(SkIntToScalar(kNumQuads*3)));
int numRows = SkScalarCeilToInt(SkIntToScalar(kNumQuads*3) / numCols);