*
*/
-// HEADER
+// CLASS HEADER
#include "test-actor-utils.h"
-#include "mesh-builder.h"
// EXTERNAL INCLUDES
#include <dali/public-api/dali-core.h>
-#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/images/texture-set-image.h>
+
+// INTERNAL INCLUDES
+#include "mesh-builder.h"
namespace Dali
{
namespace
{
-const char * const TEXTURE_UNIFORM_NAME( "sTexture" );
-
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uMvpMatrix;\n
Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader )
{
// Create the geometry
- Geometry geometry = Geometry::QUAD();
+ Geometry geometry = CreateQuadGeometry();
// Create Shader
Shader shader = Shader::New( vertexShader, fragmentShader );
if( texture )
{
TextureSet textureSet = TextureSet::New();
- textureSet.SetImage( 0u, texture );
+ TextureSetImage( textureSet, 0u, texture );
renderer.SetTextures( textureSet );
// Set actor to the size of the texture if set
TextureSet textureSet = renderer.GetTextures();
if( textureSet && textureSet.GetTextureCount() )
{
- image = textureSet.GetImage( 0u );
+ image = TextureGetImage( textureSet, 0u );
}
}
}