/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
{ Dali::Vector2( -0.5f, 0.5f ), Dali::Vector2( 0.0f, 1.0f ) },
{ Dali::Vector2( 0.5f, 0.5f ), Dali::Vector2( 1.0f, 1.0f ) }};
- //Create a vertex buffer for vertex positions and texture coordinates
- Dali::PropertyBuffer vertexBuffer = Dali::PropertyBuffer::New( Dali::Property::Map()
+ // Create a vertex buffer for vertex positions and texture coordinates
+ Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( Dali::Property::Map()
.Add( "aPosition", Dali::Property::VECTOR2 )
.Add( "aTexCoord", Dali::Property::VECTOR2 ) );
vertexBuffer.SetData( data, 4u );
{
// Create the root actor, all the meshActor should be its children
mBubbleRoot = Actor::New();
- mBubbleRoot.SetSize(mMovementArea);
+ mBubbleRoot.SetProperty( Actor::Property::SIZE, mMovementArea );
// Prepare the frame buffer to store the color adjusted background texture
Vector2 imageSize = Vector2( mMovementArea.width/4.f, mMovementArea.height/4.f );
- mFrameBuffer = FrameBuffer::New( imageSize.x, imageSize.y, 0 );
+ mFrameBuffer = FrameBuffer::New( imageSize.x, imageSize.y, FrameBuffer::Attachment::NONE );
mEffectTexture = Texture::New( TextureType::TEXTURE_2D, Pixel::RGBA8888, imageSize.x, imageSize.y );
mFrameBuffer.AttachColorTexture( mEffectTexture );
// Create a cameraActor for the off screen render task.
mCameraActor = CameraActor::New(mMovementArea);
- mCameraActor.SetParentOrigin(ParentOrigin::CENTER);
+ mCameraActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
Stage stage = Stage::GetCurrent();
//Create RenderTask source actor
Actor sourceActor = Actor::New();
- sourceActor.SetSize( mMovementArea );
- sourceActor.SetParentOrigin(ParentOrigin::CENTER);
+ sourceActor.SetProperty( Actor::Property::SIZE, mMovementArea );
+ sourceActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
sourceActor.RegisterProperty( "uHSVDelta", hsvDelta );
Stage::GetCurrent().Add( sourceActor );
vertexFormat["aIndex"] = Property::FLOAT;
vertexFormat["aPosition"] = Property::VECTOR2;
vertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertices = VertexBuffer::New( vertexFormat );
vertices.SetData( &vertexData[0], numVertex );
Geometry geometry = Geometry::New();