const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
-uniform mediump mat4 uMvpMatrix;\n
-uniform mediump vec3 uSize;\n
+uniform highp mat4 uMvpMatrix;\n
+uniform highp vec3 uSize;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
-uniform mediump vec2 size;\n
+uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
}
WireframeVisual::WireframeVisual( VisualFactoryCache& factoryCache, Visual::BasePtr actualVisual )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL ),
+: Visual::Base( factoryCache, Visual::FittingMode::FILL, actualVisual ? actualVisual->GetType() : Toolkit::Visual::WIREFRAME ),
mActualVisual( actualVisual )
{
}
}
}
-void WireframeVisual::DoSetOnStage( Actor& actor )
+void WireframeVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
Property::Map quadVertexFormat;
quadVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+ VertexBuffer quadVertices = VertexBuffer::New( quadVertexFormat );
quadVertices.SetData( quadVertexData, 4 );
// Create indices
}
}
+Visual::Base& WireframeVisual::GetVisualObject()
+{
+ if( mActualVisual )
+ {
+ return *mActualVisual.Get();
+ }
+
+ return *this;
+}
+
} // namespace Internal
} // namespace Toolkit