//Create a vertex buffer for vertex positions and texture coordinates
Dali::Property::Map vertexFormat;
vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
//Create a vertex buffer for vertex positions and texture coordinates
Dali::Property::Map vertexFormat;
vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
//Create a vertex buffer for vertex positions and texture coordinates
Dali::Property::Map vertexFormat;
vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
//Create a vertex buffer for vertex positions and texture coordinates
Dali::Property::Map vertexFormat;
vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
//Create a vertex buffer for vertex positions and texture coordinates
Dali::Property::Map vertexFormat;
vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
//Create a vertex buffer for vertex positions and texture coordinates
Dali::Property::Map vertexFormat;
vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
- if( event.GetState() == KeyEvent::DOWN && (IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK )) )
+ if( event.state == KeyEvent::Down && (IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK )) )