+ if( image )
+ {
+ imageActor.SetImage( image );
+ }
+ }
+
+ imageActor.SetPosition( Vector3( characterLayout.mPosition.x + characterLayout.mOffset.x,
+ characterLayout.mPosition.y + characterLayout.mOffset.y,
+ characterLayout.mPosition.z ) );
+ imageActor.SetSize( characterLayout.mSize );
+
+ // Sets the sort modifier value.
+ imageActor.SetSortModifier( visualParameters.mSortModifier );
+
+ characterLayout.mGlyphActor = imageActor;
+}
+
+/**
+ * Creates text-actors for the given text.
+ *
+ * @param[in] visualParameters Some visual parameters (fade, sort modifier and blending).
+ * @param[in,out] relayoutData Natural size (metrics), layout, text-actor info.
+ * @param[in,out] paragraph Layout info for the paragraph.
+ * @param[in,out] characterLayout Layout info for the character.
+ * @param[in] character The character.
+ * @param[in] style The character's style.
+ * @param[in,out] currentTextActorInfo Temporary stores the text-actor's info to be set.
+ * @param[in,out] createGlyphActors Whether to initialize renderable-actor handles.
+ */
+void CreateTextActor( const TextView::VisualParameters& visualParameters,
+ TextView::RelayoutData& relayoutData,
+ const TextViewProcessor::ParagraphLayoutInfo& paragraph,
+ TextViewProcessor::CharacterLayoutInfo& characterLayout,
+ const Character& character,
+ const TextStyle& style,
+ CurrentTextActorInfo& currentTextActorInfo,
+ bool createGlyphActors )
+{
+ // Set the text-actor for the current traversed text.
+ if( currentTextActorInfo.textActor )