mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
// create internal offscreen for result of horizontal pass
- mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::Unused );
+ mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
// create an actor to render mImageForHorz for vertical blur pass
mActorForHorz = ImageActor::New( mImageForHorz );
mCameraActor.SetNearClippingPlane(1.0f);
mCameraActor.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mCameraActor.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mCameraActor.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
mCameraActor.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
}