- // If the auxiliary image is smaller than the un-stretched NPatch, use CPU resizing to enlarge it to the
- // same size as the unstretched NPatch. This will give slightly higher quality results than just relying
- // on GL interpolation alone.
- if(mAuxiliaryPixelBuffer.GetWidth() < data->GetCroppedWidth() &&
- mAuxiliaryPixelBuffer.GetHeight() < data->GetCroppedHeight())
- {
- mAuxiliaryPixelBuffer.Resize(data->GetCroppedWidth(), data->GetCroppedHeight());
- }
-
- // Note, this resets mAuxiliaryPixelBuffer handle
- auto auxiliaryPixelData = Devel::PixelBuffer::Convert(mAuxiliaryPixelBuffer);
-
- auto texture = Texture::New(TextureType::TEXTURE_2D,
- auxiliaryPixelData.GetPixelFormat(),
- auxiliaryPixelData.GetWidth(),
- auxiliaryPixelData.GetHeight());
- texture.Upload(auxiliaryPixelData);
+ DALI_ASSERT_ALWAYS(mAuxiliaryTextureId != TextureManager::INVALID_TEXTURE_ID);
+ DALI_ASSERT_ALWAYS(mAuxiliaryTextureSet && mAuxiliaryTextureSet.GetTextureCount() > 0u);