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 )
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetSize(Vector3::ONE * 100.f);
+ actor.SetProperty( Actor::Property::SIZE,Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
Stage::GetCurrent().Add(actor);
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetSize(Vector3::ONE * 100.f);
+ actor.SetProperty( Actor::Property::SIZE,Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
Stage::GetCurrent().Add(actor);
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetSize(Vector3::ONE * 100.f);
+ actor.SetProperty( Actor::Property::SIZE,Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
Stage::GetCurrent().Add(actor);
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetSize(Vector3::ONE * 100.f);
+ actor.SetProperty( Actor::Property::SIZE,Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
Stage::GetCurrent().Add(actor);
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
- actor.SetSize(Vector3::ONE * 100.f);
+ actor.SetProperty( Actor::Property::SIZE,Vector3::ONE * 100.f);
actor.AddRenderer(renderer);
Stage::GetCurrent().Add(actor);