+Dali::Geometry CreateTexturedQuad()
+{
+ struct Vertex
+ {
+ Dali::Vector2 position;
+ Dali::Vector2 texCoord;
+ };
+
+ static const Vertex data[] = {{Dali::Vector2(-0.5f, -0.5f), Dali::Vector2(0.0f, 0.0f)},
+ {Dali::Vector2(0.5f, -0.5f), Dali::Vector2(1.0f, 0.0f)},
+ {Dali::Vector2(-0.5f, 0.5f), Dali::Vector2(0.0f, 1.0f)},
+ {Dali::Vector2(0.5f, 0.5f), Dali::Vector2(1.0f, 1.0f)}};
+
+ // Create a vertex buffer for vertex positions and texture coordinates
+ Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New(Dali::Property::Map()
+ .Add("aPosition", Dali::Property::VECTOR2)
+ .Add("aTexCoord", Dali::Property::VECTOR2));
+ vertexBuffer.SetData(data, 4u);
+
+ //Create the geometry
+ Dali::Geometry geometry = Dali::Geometry::New();
+ geometry.AddVertexBuffer(vertexBuffer);
+ geometry.SetType(Dali::Geometry::TRIANGLE_STRIP);
+
+ return geometry;