+ TextureSet textureSet = GetTextTexture( size, hasMultipleTextColors, containsColorGlyph, styleEnabled );
+
+ mImpl->mRenderer.SetTextures( textureSet );
+ //Register transform properties
+ mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
+ mImpl->mRenderer.RegisterProperty( "uHasMultipleTextColors", static_cast<float>( hasMultipleTextColors ) );
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON);
+
+ mRendererList.push_back( mImpl->mRenderer );
+ }
+ // If the pixel data exceeds the maximum size, tiling is required.
+ else
+ {
+ // Filter mode needs to be set to linear to produce better quality while scaling.
+ Sampler sampler = Sampler::New();
+ sampler.SetFilterMode( FilterMode::LINEAR, FilterMode::LINEAR );
+
+ // Create RGBA texture if the text contains emojis or multiple text colors, otherwise L8 texture
+ Pixel::Format textPixelFormat = ( containsColorGlyph || hasMultipleTextColors ) ? Pixel::RGBA8888 : Pixel::L8;
+
+ // Check the text direction
+ Toolkit::DevelText::TextDirection::Type textDirection = mController->GetTextDirection();
+
+ // Create a texture for the text without any styles
+ PixelData data = mTypesetter->Render( size, textDirection, Text::Typesetter::RENDER_NO_STYLES, false, textPixelFormat );
+
+ int verifiedWidth = data.GetWidth();
+ int verifiedHeight = data.GetHeight();
+
+ // Set information for creating textures.
+ TilingInfo info( verifiedWidth, maxTextureSize, textPixelFormat );