glAbstraction.EnableEnableDisableCallTrace( true );
TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
std::ostringstream blendStr;
- blendStr << GL_BLEND;
+ blendStr << std::hex << GL_BLEND;
Renderer renderer = actor.GetRendererAt(0);
Property::Index mixColorIndex = renderer.GetPropertyIndex( ColorVisual::Property::MIX_COLOR );
DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 0.0f, 0.001f, TEST_LOCATION );
// The Renderer is transparent. So rendering is skipped. The state should not be changed.
- DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
- DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Disable", blendStr.str().c_str() ) );
+ DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Enable", blendStr.str() ) );
+ DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Disable", blendStr.str() ) );
anim.Play();
DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 0.5f, 0.001f, TEST_LOCATION );
// Should not be changed
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str() ) );
glEnableStack.Reset();
DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION );
DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Disable", blendStr.str().c_str() ) );
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Disable", blendStr.str() ) );
END_TEST;
}
glAbstraction.EnableEnableDisableCallTrace( true );
TraceCallStack& glEnableStack = glAbstraction.GetEnableDisableTrace();
std::ostringstream blendStr;
- blendStr << GL_BLEND;
+ blendStr << std::hex << GL_BLEND;
application.SendNotification();
application.Render(0);
DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 1.0f, 0.001f, TEST_LOCATION );
// Default state is disabled. So test if "Enabled" is not called.
- DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Enable", blendStr.str() ) );
anim.Play();
DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 0.5f, 0.001f, TEST_LOCATION );
- DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ DALI_TEST_CHECK( glEnableStack.FindMethodAndParams( "Enable", blendStr.str() ) );
glEnableStack.Reset();
DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 0.0f, 0.001f, TEST_LOCATION );
// GL_BLEND should not be changed: Keep enabled
- DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Disable", blendStr.str().c_str() ) );
+ DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Disable", blendStr.str() ) );
END_TEST;
}