{
geometry->SetIndexBuffer( &indices[0], indices.Size() );
}
- geometry->SetGeometryType( Dali::Geometry::TRIANGLE_STRIP );
+ geometry->SetType( Dali::Geometry::TRIANGLE_STRIP );
return geometry;
}
GeometryPtr quad = CreateGeometry( 1u, 1u, Vector2::ONE );
actor->mRenderer->SetGeometry( *quad );
- ShaderPtr shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER, Dali::Shader::HINT_NONE );
+ ShaderPtr shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER, Dali::Shader::Hint::NONE );
actor->mRenderer->SetShader( *shader );
TextureSetPtr textureSet = TextureSet::New();
actor->mRenderer->SetTextures( *textureSet );
{
mShaderEffect->Disconnect( this );
// change to the standard shader and quad geometry
- ShaderPtr shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER, Dali::Shader::HINT_NONE );
+ ShaderPtr shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER, Dali::Shader::Hint::NONE );
mRenderer->SetShader( *shader );
mShaderEffect.Reset();