// Sync loading, no atlasing for big size image
{
- ImageView imageView = ImageView::New( gImage_600_RGB );
+ ImageView imageView = ImageView::New();
// Sync loading is used
+ syncLoadingMap[ "url" ] = gImage_600_RGB;
imageView.SetProperty( ImageView::Property::IMAGE, syncLoadingMap );
// BitmapLoader is used, and the loading is started immediately even the actor is not on stage.
customShader.Insert( "hints", shaderHints );
Property::Map map;
- map.Insert( "rendererType", "image" );
map.Insert( "shader", customShader );
TestNativeImagePointer nativeImageInterface = TestNativeImage::New( width, height );
imageView.SetProperty( ImageView::Property::IMAGE, map );
Stage::GetCurrent().Add( imageView );
- imageView.SetProperty( ImageView::Property::IMAGE, map );
-
TestGlAbstraction& gl = application.GetGlAbstraction();
gl.EnableTextureCallTrace( true );
customShader.Insert( "hints", shaderHints );
Property::Map map;
- map.Insert( "rendererType", "image" );
map.Insert( "shader", customShader );
BufferImage image = CreateBufferImage( width, height, Color::WHITE );
imageView.SetProperty( ImageView::Property::IMAGE, map );
Stage::GetCurrent().Add( imageView );
- imageView.SetProperty( ImageView::Property::IMAGE, map );
-
TestGlAbstraction& gl = application.GetGlAbstraction();
gl.EnableTextureCallTrace( true );