}
EffectsView::EffectsView()
-: Control( ControlBehaviour( ACTOR_BEHAVIOUR_NONE ) ),
+: Control( ControlBehaviour( CONTROL_BEHAVIOUR_DEFAULT ) ),
mChildrenRoot(Actor::New()),
mBackgroundColor( EFFECTS_VIEW_DEFAULT_BACKGROUND_COLOR ),
mTargetSize( Vector2::ZERO ),
}
}
- Image dummyImage; // Dummy image, force creation of an image visual
+ FrameBufferImage dummyImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
+
InitializeVisual( self, mVisualPostFilter, dummyImage );
Property::Map customShader;
customShader[ Toolkit::Visual::Shader::Property::VERTEX_SHADER ] = EFFECTS_VIEW_VERTEX_SOURCE;
Actor self( Self() );
- mImageForChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
+ mImageForChildren = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
InitializeVisual( self, mVisualForChildren, mImageForChildren );
mVisualForChildren.SetDepthIndex( DepthIndex::CONTENT+1 );
- mImagePostFilter = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Dali::Image::UNUSED );
+ mImagePostFilter = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat );
TextureSet textureSet = TextureSet::New();
TextureSetImage( textureSet, 0u, mImagePostFilter );
self.GetRendererAt( 0 ).SetTextures( textureSet );