/*
- * Copyright (c) 2015 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/public-api/dali-core.h>
#include <dali-test-suite-utils.h>
-#include <dali/devel-api/rendering/geometry.h>
-#include <dali/devel-api/rendering/renderer.h>
using namespace Dali;
namespace
{
-void TestConstraintNoBlue( Vector4& current, const PropertyInputContainer& inputs )
-{
- current.b = 0.0f;
-}
-
struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
PropertyBuffer CreateVertexBuffer( const std::string& aPosition, const std::string& aTexCoord )
vertexFormat[aPosition] = Property::VECTOR2;
vertexFormat[aTexCoord] = Property::VECTOR2;
- PropertyBuffer vertexData = PropertyBuffer::New( vertexFormat, 4 );
- vertexData.SetData(texturedQuadVertexData);
+ PropertyBuffer vertexData = PropertyBuffer::New( vertexFormat );
+ vertexData.SetData( texturedQuadVertexData, 4 );
return vertexData;
}
-PropertyBuffer CreateIndexBuffer()
-{
- unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
- Property::Map indexFormat;
- indexFormat["indices"] = Property::UNSIGNED_INTEGER; // Should be Unsigned Short
- PropertyBuffer indices = PropertyBuffer::New( indexFormat, 3 );
- indices.SetData(indexData);
-
- return indices;
-}
}
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertexBuffer1 );
- Material material = CreateMaterial(1.f);
- Renderer renderer = Renderer::New(geometry, material);
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.SetSize(Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
const TestGlAbstraction::BufferDataCalls& bufferDataCalls =
application.GetGlAbstraction().GetBufferDataCalls();
- DALI_TEST_EQUALS( bufferDataCalls.size(), 2u, TEST_LOCATION );
-
+ //Check that only the new buffer gets uploaded
+ DALI_TEST_EQUALS( bufferDataCalls.size(), 1u, TEST_LOCATION );
DALI_TEST_EQUALS( bufferDataCalls[0], 4*sizeof( TexturedQuadVertex ), TEST_LOCATION );
- DALI_TEST_EQUALS( bufferDataCalls[1], 4*sizeof( TexturedQuadVertex ), TEST_LOCATION );
}
END_TEST;
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertexBuffer1 );
- Material material = CreateMaterial(1.f);
- Renderer renderer = Renderer::New(geometry, material);
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.SetSize(Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
tet_infoline("Test SetIndexBuffer");
PropertyBuffer vertexBuffer = CreateVertexBuffer("aPosition", "aTexCoord" );
- PropertyBuffer indexBuffer = CreateIndexBuffer( );
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertexBuffer );
- Material material = CreateMaterial(1.f);
- Renderer renderer = Renderer::New(geometry, material);
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.SetSize(Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
// Set index buffer
application.GetGlAbstraction().ResetBufferDataCalls();
- geometry.SetIndexBuffer( indexBuffer );
+ const unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
+ geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
application.SendNotification();
application.Render(0);
application.Render();
const TestGlAbstraction::BufferDataCalls& bufferDataCalls =
application.GetGlAbstraction().GetBufferDataCalls();
- DALI_TEST_EQUALS( bufferDataCalls.size(), 2u, TEST_LOCATION );
+ //Only the index buffer should be uploaded
+ DALI_TEST_EQUALS( bufferDataCalls.size(), 1u, TEST_LOCATION );
- DALI_TEST_EQUALS( bufferDataCalls[0], 4*sizeof( TexturedQuadVertex ), TEST_LOCATION );
// should be unsigned short instead of unsigned int
- DALI_TEST_EQUALS( bufferDataCalls[1], 6*sizeof( unsigned short ), TEST_LOCATION );
+ DALI_TEST_EQUALS( bufferDataCalls[0], 6*sizeof( unsigned short ), TEST_LOCATION );
}
END_TEST;
}
-int UtcDaliGeometrySetGetGeometryType(void)
+int UtcDaliGeometrySetGetGeometryType01(void)
{
TestApplication application;
- tet_infoline("Test SetGeometryType and GetGeometryType");
+ tet_infoline("Test SetType and GetType: without index buffer");
unsigned int numVertex = 4u;
PropertyBuffer vertexBuffer = CreateVertexBuffer("aPosition", "aTexCoord" );
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertexBuffer );
- Material material = CreateMaterial(1.f);
- Renderer renderer = Renderer::New(geometry, material);
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.SetSize(Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
out << GL_TRIANGLES << ", " << 0 << ", " << numVertex;
DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
- DALI_TEST_EQUALS( geometry.GetGeometryType(), Geometry::TRIANGLES, TEST_LOCATION);
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLES, TEST_LOCATION);
/*********************************************************/
// LINES, no index buffer
- geometry.SetGeometryType( Geometry::LINES );
+ geometry.SetType( Geometry::LINES );
drawTrace.Reset();
drawTrace.Enable(true);
out << GL_LINES << ", " << 0 << ", " << numVertex;
DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
- DALI_TEST_EQUALS( geometry.GetGeometryType(), Geometry::LINES, TEST_LOCATION);
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::LINES, TEST_LOCATION);
/*****************************************************/
//POINTS
- geometry.SetGeometryType( Geometry::POINTS );
+ geometry.SetType( Geometry::POINTS );
drawTrace.Reset();
drawTrace.Enable(true);
out << GL_POINTS << ", " << 0 << ", " << numVertex;
DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
- DALI_TEST_EQUALS( geometry.GetGeometryType(), Geometry::POINTS, TEST_LOCATION);
-
- END_TEST;
-}
-
-int UtcDaliGeometrySetGetRequireDepthTesting(void)
-{
- TestApplication application;
-
- tet_infoline("Test SetRequiresDepthTesting, GetRequiresDepthTesting");
-
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- Material material = Material::New( shader );
-
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
-
- DALI_TEST_EQUALS( geometry.GetRequiresDepthTesting(), false, TEST_LOCATION );
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::POINTS, TEST_LOCATION);
- geometry.SetRequiresDepthTesting(true);
+ /*****************************************************/
+ //TRIANGLE_STRIP, no index buffer
+ geometry.SetType( Geometry::TRIANGLE_STRIP );
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
+ application.Render(0);
application.Render();
-// TODO: Not supported yes
-// TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
-// std::ostringstream out;
-// out << GL_DEPTH_TEST;
-// DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", out.str().c_str() ) );
-
- DALI_TEST_EQUALS( geometry.GetRequiresDepthTesting(), true, TEST_LOCATION );
-
- END_TEST;
-}
-
-int UtcDaliGeometryPropertyRequiresDepthTest(void)
-{
- TestApplication application;
-
- tet_infoline("Test SetRequiresDepthTesting, GetRequiresDepthTesting");
-
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- Material material = Material::New( shader );
-
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
-
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
-
- DALI_TEST_EQUALS( geometry.GetProperty<bool>(Geometry::Property::REQUIRES_DEPTH_TEST), false, TEST_LOCATION );
-
- geometry.SetProperty(Geometry::Property::REQUIRES_DEPTH_TEST, true );
-
- TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
- glAbstraction.EnableCullFaceCallTrace(true);
application.SendNotification();
- application.Render();
-// TODO: Not supported yes
-// TraceCallStack& glEnableStack = glAbstraction.GetCullFaceTrace();
-// std::ostringstream out;
-// out << GL_DEPTH_TEST;
-// DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", out.str().c_str() ) );
-
- DALI_TEST_EQUALS( geometry.GetProperty<bool>(Geometry::Property::REQUIRES_DEPTH_TEST), true, TEST_LOCATION );
-
- END_TEST;
-}
-
-int UtcDaliGeometryConstraint(void)
-{
- TestApplication application;
-
- tet_infoline("Test that a custom geometry property can be constrained");
+ drawTrace.Enable( false );
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
+ // geometry type is set as GL_TRIANGLE_STRIP
+ // no index buffer, call glDrawArrays,
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawArrays" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_TRIANGLE_STRIP << ", " << 0 << ", " << numVertex;
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLE_STRIP, TEST_LOCATION);
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
-
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = geometry.RegisterProperty( "uFadeColor", initialColor );
+ /*****************************************************/
+ //TRIANGLE_FAN, no index buffer
+ geometry.SetType( Geometry::TRIANGLE_FAN );
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
-
- // Apply constraint
- Constraint constraint = Constraint::New<Vector4>( geometry, colorIndex, TestConstraintNoBlue );
- constraint.Apply();
+ application.Render();
application.SendNotification();
- application.Render(0);
+ drawTrace.Enable( false );
- // Expect no blue component in either buffer - yellow
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION );
- application.Render(0);
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), Color::YELLOW, TEST_LOCATION );
+ // geometry type is set as GL_TRIANGLE_FAN
+ // no index buffer, call glDrawArrays,
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawArrays" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_TRIANGLE_FAN << ", " << 0 << ", " << numVertex;
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
- geometry.RemoveConstraints();
- geometry.SetProperty(colorIndex, Color::WHITE );
- application.SendNotification();
- application.Render(0);
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), Color::WHITE, TEST_LOCATION );
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLE_FAN, TEST_LOCATION);
END_TEST;
}
-int UtcDaliGeometryConstraint02(void)
+int UtcDaliGeometrySetGetGeometryType02(void)
{
TestApplication application;
- tet_infoline("Test that a uniform map geometry property can be constrained");
+ tet_infoline("Test SetType and GetType: with index buffer");
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
+ unsigned int numVertex = 4u;
+ unsigned int numIndex = 6u; // 6 unsigned short
+ PropertyBuffer vertexBuffer = CreateVertexBuffer("aPosition", "aTexCoord" );
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
+ Geometry geometry = Geometry::New();
+ geometry.AddVertexBuffer( vertexBuffer );
+ const unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
+ geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
+
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
+ actor.SetSize(Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
- application.SendNotification();
- application.Render(0);
-
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = geometry.RegisterProperty( "uFadeColor", initialColor );
- TestGlAbstraction& gl = application.GetGlAbstraction();
+ TestGlAbstraction& glAbstraction = application.GetGlAbstraction();
+ TraceCallStack& drawTrace = glAbstraction.GetDrawTrace();
+ /****************************************************/
+ // Default (TRIANGLES), with index buffer
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
application.Render(0);
-
- Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
-
- // Apply constraint
- Constraint constraint = Constraint::New<Vector4>( geometry, colorIndex, TestConstraintNoBlue );
- constraint.Apply();
+ application.Render();
application.SendNotification();
- application.Render(0);
+ drawTrace.Enable( false );
+
+ // Test the default geometry type is GL_TRIANGLE
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawElements" ), 2, TEST_LOCATION);
+ std::stringstream out;
+ out << GL_TRIANGLES << ", " << numIndex << ", " << GL_UNSIGNED_SHORT<<", "<<"indices";
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawElements", out.str()), true, TEST_LOCATION);
- // Expect no blue component in either buffer - yellow
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLES, TEST_LOCATION);
- application.Render(0);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
+ /*********************************************************/
+ // LINES, with index buffer
+ geometry.SetType( Geometry::LINES );
- geometry.RemoveConstraints();
- geometry.SetProperty(colorIndex, Color::WHITE );
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
application.Render(0);
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::WHITE, TEST_LOCATION );
-
- END_TEST;
-}
-
-
-
-int UtcDaliGeometryAnimatedProperty01(void)
-{
- TestApplication application;
-
- tet_infoline("Test that a custom geometry property can be animated");
-
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
-
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
+ // geometry type is set as GL_LINES
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawElements" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_LINES << ", " << numIndex << ", " << GL_UNSIGNED_SHORT<<", "<<"indices";
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawElements", out.str()), true, TEST_LOCATION);
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::LINES, TEST_LOCATION);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = geometry.RegisterProperty( "uFadeColor", initialColor );
+ /*****************************************************/
+ //POINTS
+ geometry.SetType( Geometry::POINTS );
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
application.Render(0);
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), initialColor, TEST_LOCATION );
-
- Animation animation = Animation::New(1.0f);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, initialColor);
- keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( geometry, colorIndex ), keyFrames );
- animation.Play();
-
+ application.Render();
application.SendNotification();
- application.Render(500);
-
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), Color::WHITE * 0.5f, TEST_LOCATION );
-
- application.Render(500);
-
- DALI_TEST_EQUALS( geometry.GetProperty<Vector4>(colorIndex), Color::TRANSPARENT, TEST_LOCATION );
-
- END_TEST;
-}
-
-int UtcDaliGeometryAnimatedProperty02(void)
-{
- TestApplication application;
+ drawTrace.Enable( false );
- tet_infoline("Test that a uniform map geometry property can be animated");
+ // geometry type is set as GL_POINTS
+ // As Points does not use the index buffer, call glDrawArrays,
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawArrays" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_POINTS << ", " << 0 << ", " << numVertex;
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawArrays", out.str()), true, TEST_LOCATION);
- Shader shader = Shader::New("VertexSource", "FragmentSource");
- Material material = Material::New( shader );
- material.SetProperty(Material::Property::COLOR, Color::WHITE);
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::POINTS, TEST_LOCATION);
- Geometry geometry = CreateQuadGeometry();
- Renderer renderer = Renderer::New( geometry, material );
+ /*****************************************************/
+ //TRIANGLE_STRIP
+ geometry.SetType( Geometry::TRIANGLE_STRIP );
- Actor actor = Actor::New();
- actor.AddRenderer(renderer);
- actor.SetSize(400, 400);
- Stage::GetCurrent().Add(actor);
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
application.Render(0);
+ application.Render();
+ application.SendNotification();
+ drawTrace.Enable( false );
+
+ // geometry type is set as GL_TRIANGLE_STRIP
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawElements" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_TRIANGLE_STRIP << ", " << numIndex << ", " << GL_UNSIGNED_SHORT<<", "<<"indices";
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawElements", out.str()), true, TEST_LOCATION);
- Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = geometry.RegisterProperty( "uFadeColor", initialColor );
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLE_STRIP, TEST_LOCATION);
- TestGlAbstraction& gl = application.GetGlAbstraction();
+ /*****************************************************/
+ //TRIANGLE_FAN
+ geometry.SetType( Geometry::TRIANGLE_FAN );
+ drawTrace.Reset();
+ drawTrace.Enable(true);
application.SendNotification();
application.Render(0);
-
- Vector4 actualValue(Vector4::ZERO);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
-
- Animation animation = Animation::New(1.0f);
- KeyFrames keyFrames = KeyFrames::New();
- keyFrames.Add(0.0f, initialColor);
- keyFrames.Add(1.0f, Color::TRANSPARENT);
- animation.AnimateBetween( Property( geometry, colorIndex ), keyFrames );
- animation.Play();
-
+ application.Render();
application.SendNotification();
- application.Render(500);
+ drawTrace.Enable( false );
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::WHITE * 0.5f, TEST_LOCATION );
+ // geometry type is set as GL_TRIANGLE_FAN
+ DALI_TEST_EQUALS( drawTrace.CountMethod( "DrawElements" ), 2, TEST_LOCATION);
+ out.str("");
+ out << GL_TRIANGLE_FAN << ", " << numIndex << ", " << GL_UNSIGNED_SHORT<<", "<<"indices";
+ DALI_TEST_EQUALS( drawTrace.TestMethodAndParams(1, "DrawElements", out.str()), true, TEST_LOCATION);
- application.Render(500);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
- DALI_TEST_EQUALS( actualValue, Color::TRANSPARENT, TEST_LOCATION );
+ DALI_TEST_EQUALS( geometry.GetType(), Geometry::TRIANGLE_FAN, TEST_LOCATION);
END_TEST;
}