BubbleActor::BubbleActor( unsigned int numberOfBubble,
const Vector2& movementArea)
-: mMovementArea( movementArea ),
+: mActor(),
+ mRenderer(),
+ mMovementArea( movementArea ),
+ mIndicesOffset(),
+ mIndiceStartEndPos(),
+ mIndicesPercentage(),
+ mIndexGravity( Property::INVALID_INDEX ),
+ mIndexDynamicScale( Property::INVALID_INDEX ),
+ mIndexInvertedMovementArea( Property::INVALID_INDEX ),
mNumBubble( numberOfBubble ),
mRandomSeed( 0 )
{
mActor = Actor::New();
}
-void BubbleActor::MakeRenderable( Geometry geometry, Material material )
+void BubbleActor::MakeRenderable( Geometry geometry, TextureSet textureSet, Shader shader )
{
if( mRenderer )
{
return;
}
- mRenderer = Renderer::New( geometry, material );
+ mRenderer = Renderer::New( geometry, shader );
+ mRenderer.SetTextures( textureSet );
mActor.AddRenderer( mRenderer );
mActor.SetSize( mMovementArea );