{
// root actor to parent all user added actors. Used as source actor for shadow render task.
mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
{
// root actor to parent all user added actors. Used as source actor for shadow render task.
mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
// Target is constrained to point at the shadow plane origin
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
// Target is constrained to point at the shadow plane origin
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,
// Turn off inheritance to ensure filter renders properly
mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
// Turn off inheritance to ensure filter renders properly
mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
// is under control of application, can't use transform inheritance)
Constraint cameraOrientationConstraint =
// is under control of application, can't use transform inheritance)
Constraint cameraOrientationConstraint =
Source( mShadowPlane, Actor::Property::WORLD_POSITION ),
Source( mPointLight, Actor::Property::WORLD_POSITION ),
Source( mShadowPlane, Actor::Property::WORLD_POSITION ),
Source( mPointLight, Actor::Property::WORLD_POSITION ),