+/**
+ * @brief Creates the geometry formed from the vertices and indices
+ *
+ * @param[in] vertices The vertices to generate the geometry from
+ * @param[in] indices The indices to generate the geometry from
+ * @return The geometry formed from the vertices and indices
+ */
+Geometry GenerateGeometry(const Vector<Vector2>& vertices, const Vector<unsigned short>& indices)
+{
+ Property::Map vertexFormat;
+ vertexFormat["aPosition"] = Property::VECTOR2;
+ VertexBuffer vertexBuffer = VertexBuffer::New(vertexFormat);
+ if(vertices.Size() > 0)
+ {
+ vertexBuffer.SetData(&vertices[0], vertices.Size());
+ }
+
+ // Create the geometry object
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer(vertexBuffer);
+ if(indices.Size() > 0)
+ {
+ geometry.SetIndexBuffer(&indices[0], indices.Size());
+ }
+
+ return geometry;
+}
+
+/**
+ * @brief Adds the indices to form a quad composed off two triangles where the indices are organised in a grid
+ *
+ * @param[out] indices The indices to add to
+ * @param[in] rowIdx The row index to start the quad
+ * @param[in] nextRowIdx The index to the next row
+ */
+void AddQuadIndices(Vector<unsigned short>& indices, unsigned int rowIdx, unsigned int nextRowIdx)
+{
+ indices.PushBack(rowIdx);
+ indices.PushBack(nextRowIdx + 1);
+ indices.PushBack(rowIdx + 1);
+
+ indices.PushBack(rowIdx);
+ indices.PushBack(nextRowIdx);
+ indices.PushBack(nextRowIdx + 1);
+}
+
+/**
+ * @brief Adds the vertices to create for npatch
+ * @param[out] vertices The vertices to add to
+ * @param[in] x The x value of vector
+ * @param[in] y The y value of vector
+ */
+void AddVertex(Vector<Vector2>& vertices, unsigned int x, unsigned int y)
+{
+ vertices.PushBack(Vector2(x, y));
+}
+
+} //unnamed namespace
+
+VisualFactoryCache::VisualFactoryCache(bool preMultiplyOnLoad)
+: mSvgRasterizeThread(NULL),
+ mVectorAnimationManager(),
+ mPreMultiplyOnLoad(preMultiplyOnLoad),
+ mBrokenImageInfoContainer()