*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
const Vector4 CubeTransitionEffect::HALF_BRIGHTNESS( 0.5f, 0.5f, 0.5f, 1.0f );
CubeTransitionEffect::CubeTransitionEffect( unsigned int rows, unsigned int columns )
const Vector4 CubeTransitionEffect::HALF_BRIGHTNESS( 0.5f, 0.5f, 0.5f, 1.0f );
CubeTransitionEffect::CubeTransitionEffect( unsigned int rows, unsigned int columns )
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
Self().AddRenderer( mCurrentRenderer );
mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
Self().AddRenderer( mCurrentRenderer );