return mSceneObject;
}
+void CameraActor::RotateProjection( int rotationAngle )
+{
+ // sceneObject is being used in a separate thread; queue a message to set
+ RotateProjectionMessage( GetEventThreadServices(), *mSceneObject, rotationAngle );
+}
+
void CameraActor::SetDefaultProperty( Property::Index index, const Property::Value& propertyValue )
{
if(index < DEFAULT_ACTOR_PROPERTY_MAX_COUNT)