+ Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
+
+ Shader shader = mFactoryCache.GetShader( VisualFactoryCache::TEXT_SHADER );
+ if( ! shader )
+ {
+ shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+
+ mFactoryCache.SaveShader( VisualFactoryCache::TEXT_SHADER, shader );
+ }
+
+ mImpl->mRenderer = Renderer::New( geometry, shader );
+ mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::TEXT );
+
+ UpdateRenderer( true ); // Renderer needs textures and to be added to control