/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// EXTERNAL INCLUDES
#include <dali/public-api/math/vector3.h>
#include <dali/public-api/object/property-map.h>
-#include <dali/devel-api/object/property-buffer.h>
-#include <dali/devel-api/rendering/geometry.h>
-#include <dali/devel-api/rendering/material.h>
-#include <dali/devel-api/rendering/renderer.h>
-#include <dali/devel-api/rendering/shader.h>
+#include <dali/public-api/rendering/geometry.h>
+#include <dali/public-api/rendering/renderer.h>
+#include <dali/public-api/rendering/shader.h>
+#include <dali/public-api/rendering/texture-set.h>
namespace Dali
{
Property::Map vertexFormat;
vertexFormat["aPosition1"] = Property::VECTOR3;
vertexFormat["aPosition2"] = Property::VECTOR3;
- PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 20u );
- vertices.SetData( vertexData );
+ VertexBuffer vertices = VertexBuffer::New( vertexFormat );
+ vertices.SetData( vertexData, 20u );
- unsigned int indexData[30] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11,12,15,13,12,14,15,16,19,17,16,18,19};
- Property::Map indexFormat;
- indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat, 30u );
- indices.SetData( indexData );
+ unsigned short indexData[30] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11,12,15,13,12,14,15,16,19,17,16,18,19};
Geometry meshGeometry = Geometry::New();
meshGeometry.AddVertexBuffer( vertices );
- meshGeometry.SetIndexBuffer( indices );
+ meshGeometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
- // Create material
+ // Create the shader
Shader shader = Shader::New( MESH_VERTEX_SHADER, MESH_FRAGMENT_SHADER );
- Material material = Material::New( shader );
// Create renderer
- Renderer renderer = Renderer::New( meshGeometry, material );
+ Renderer renderer = Renderer::New( meshGeometry, shader );
// Create actor
Actor meshActor= Actor::New();