*
*/
-#include <iostream>
-
-#include <stdlib.h>
-#include <dali/public-api/dali-core.h>
#include <dali-test-suite-utils.h>
+#include <dali/public-api/dali-core.h>
+#include <stdlib.h>
+
+#include <iostream>
using namespace Dali;
test_return_value = TET_PASS;
}
-
-namespace
-{
-
-Material ConstructMaterial( const std::string& vertexShader,
- const std::string& fragmentShader,
- float opacity )
-{
- Shader shader = Shader::New( vertexShader, fragmentShader );
- Material customMaterial = Material::New(shader);
- Vector4 color = Color::WHITE;
- color.a = opacity;
- customMaterial.SetProperty(Material::Property::COLOR, color);
- return customMaterial;
-}
-
-void TestBlending( TestApplication& application, Material material, float actorOpacity, BlendingMode::Type blendingMode, bool expectedBlend )
-{
- // Generate geometry & renderers
- //Mesh mesh = Mesh::New(meshData);
-
- application.SendNotification();
- application.Render(0);
- application.Render();
- application.SendNotification();
-
- Actor actor = Actor::New();
- Stage::GetCurrent().Add(actor);
-
- //material.SetBlendMode(blendingMode);
- actor.SetOpacity(actorOpacity);
-
- TraceCallStack& cullFaceTrace = application.GetGlAbstraction().GetCullFaceTrace();
- cullFaceTrace.Enable(true);
- application.SendNotification();
- application.Render();
- //DALI_TEST_EQUALS( BlendEnabled( cullFaceTrace ), expectedBlend, TEST_LOCATION );
-}
-
-} // anonymous namespace
-
-
/**
* Test cases
*
*
* Check rendered vertex buffer is the right size for the initial property buffer
*
- * Check PropertyBuffer set via SetData can be read thru property system
- * Check PropertyBuffer property setters / getters
- * Check vertex PropertyBuffer set via properties renders as expected
- * Check Index propertyBuffer set via properties renders as expected
+ * Check VertexBuffer set via SetData renders as expected
+ * Check IndexBuffer set via properties renders as expected
*
* Check geometry type renders correctly as the matching GL draw call and type
*