mShader = shader;
}
-void Renderer::SetCullFace( CullFaceMode mode )
+void Renderer::SetCullFace( Dali::Material::FaceCullingMode mode )
{
- DALI_ASSERT_DEBUG(mode >= CullNone && mode <= CullFrontAndBack);
+ DALI_ASSERT_DEBUG( mode >= Dali::Material::NONE && mode <= Dali::Material::CULL_BACK_AND_FRONT );
mCullFaceMode = mode;
}
// Take the program into use so we can send uniforms to it
program->Use();
- DoSetCullFaceMode( context, bufferIndex );
+ DoSetCullFaceMode( context );
// Enable/disable blending
context.SetBlend( blend );
}
// can be overridden by deriving class
-void Renderer::DoSetCullFaceMode(Context& context, BufferIndex bufferIndex )
+void Renderer::DoSetCullFaceMode( Context& context )
{
// Set face culling mode
context.CullFace( mCullFaceMode );
mUniformNameCache( NULL ),
mShader( NULL ),
mSamplerBitfield( ImageSampler::PackBitfield( FilterMode::DEFAULT, FilterMode::DEFAULT ) ),
- mCullFaceMode( CullNone )
+ mCullFaceMode( Dali::Material::NONE )
{
}