- application.GetGlAbstraction().SetCheckFramebufferStatusResult(GL_FRAMEBUFFER_COMPLETE );
- Texture firstTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 30, 30 );
- Texture secondTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 20, 20 );
- Texture thirdTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40 );
-
- CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New( NUM_ROWS, NUM_COLUMNS );
- waveEffect.SetSize( VIEW_AREA_SIZE );
- waveEffect.SetTransitionDuration( TRANSITION_DURATION );
- waveEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
- Stage::GetCurrent().Add( waveEffect );
-
- CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- crossEffect.SetSize( VIEW_AREA_SIZE );
- crossEffect.SetTransitionDuration( TRANSITION_DURATION );
- crossEffect.SetCubeDisplacement( CUBE_DISPLACEMENT );
- Stage::GetCurrent().Add( crossEffect );
-
- CubeTransitionEffect foldEffect = CubeTransitionCrossEffect::New( NUM_ROWS, NUM_COLUMNS );
- foldEffect.SetSize( VIEW_AREA_SIZE );
- foldEffect.SetTransitionDuration( TRANSITION_DURATION );
- Stage::GetCurrent().Add( foldEffect );
-
- bool signalVerified = false;
- CubeTransitionEffect currentEffect;
- Texture actorTransitTo;
+ application.GetGlAbstraction().SetCheckFramebufferStatusResult(GL_FRAMEBUFFER_COMPLETE);
+ Texture firstTexture = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 30, 30);
+ Texture secondTexture = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 20, 20);
+ Texture thirdTexture = Texture::New(TextureType::TEXTURE_2D, Pixel::RGBA8888, 40, 40);
+
+ CubeTransitionEffect waveEffect = CubeTransitionWaveEffect::New(NUM_ROWS, NUM_COLUMNS);
+ waveEffect.SetProperty(Actor::Property::SIZE, Vector2(VIEW_AREA_SIZE));
+ waveEffect.SetTransitionDuration(TRANSITION_DURATION);
+ waveEffect.SetCubeDisplacement(CUBE_DISPLACEMENT);
+ application.GetScene().Add(waveEffect);
+
+ CubeTransitionEffect crossEffect = CubeTransitionCrossEffect::New(NUM_ROWS, NUM_COLUMNS);
+ crossEffect.SetProperty(Actor::Property::SIZE, Vector2(VIEW_AREA_SIZE));
+ crossEffect.SetTransitionDuration(TRANSITION_DURATION);
+ crossEffect.SetCubeDisplacement(CUBE_DISPLACEMENT);
+ application.GetScene().Add(crossEffect);
+
+ CubeTransitionEffect foldEffect = CubeTransitionCrossEffect::New(NUM_ROWS, NUM_COLUMNS);
+ foldEffect.SetProperty(Actor::Property::SIZE, Vector2(VIEW_AREA_SIZE));
+ foldEffect.SetTransitionDuration(TRANSITION_DURATION);
+ application.GetScene().Add(foldEffect);
+
+ bool signalVerified = false;
+ CubeTransitionEffect currentEffect;
+ Texture actorTransitTo;