{
// 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 );
// 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 );