[dali_1.9.17] Merge branch 'devel/master'
[platform/core/uifw/dali-core.git] / automated-tests / src / dali / utc-Dali-Geometry.cpp
index 2edfd8e..ab99c59 100644 (file)
@@ -35,11 +35,6 @@ void geometry_test_cleanup(void)
 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 )
@@ -145,7 +140,7 @@ int UtcDaliGeometryAddVertexBuffer(void)
   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);
 
@@ -223,7 +218,7 @@ int UtcDaliGeometryRemoveVertexBuffer(void)
   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);
 
@@ -256,7 +251,7 @@ int UtcDaliGeometrySetIndexBuffer(void)
   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);
 
@@ -314,7 +309,7 @@ int UtcDaliGeometrySetGetGeometryType01(void)
   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);
 
@@ -446,7 +441,7 @@ int UtcDaliGeometrySetGetGeometryType02(void)
   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);