+
+ // Rasterized pixels are uploaded to texture. If weak handle is holding a placement actor, it is the time to add the renderer to actor.
+ Actor actor = mPlacementActor.GetHandle();
+ if(actor)
+ {
+ actor.AddRenderer(mImpl->mRenderer);
+ // reset the weak handle so that the renderer only get added to actor once
+ mPlacementActor.Reset();
+ }
+
+ // Svg loaded and ready to display
+ ResourceReady(Toolkit::Visual::ResourceStatus::READY);
+ }
+ else if(!isLoaded || !rasterizedPixelData)
+ {
+ Actor actor = mPlacementActor.GetHandle();
+ if(actor)
+ {
+ TextureSet textureSet = mImpl->mRenderer.GetTextures();
+
+ Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
+ textureSet.SetTexture(0u, brokenImage);
+
+ actor.AddRenderer(mImpl->mRenderer);
+ }
+
+ ResourceReady(Toolkit::Visual::ResourceStatus::FAILED);