{
mTargetSize = Vector2(targetSize);
- mChildrenRoot.SetSize(targetSize);
+ mChildrenRoot.SetProperty( Actor::Property::SIZE, targetSize);
if( !mBlurUserImage )
{
- mCompositingActor.SetSize(targetSize);
- mTargetActor.SetSize(targetSize);
+ mCompositingActor.SetProperty( Actor::Property::SIZE, targetSize);
+ mTargetActor.SetProperty( Actor::Property::SIZE, targetSize);
// Children render camera must move when GaussianBlurView object is resized. This is since we cannot change render target size - so we need to remap the child actors' rendering
// accordingly so they still exactly fill the render target. Note that this means the effective resolution of the child render changes as the GaussianBlurView object changes
// size, this is the trade off for not being able to modify render target size
// Change camera z position based on GaussianBlurView actor height
float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
- mRenderFullSizeCamera.SetZ(mTargetSize.height * cameraPosConstraintScale);
+ mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION_Z, mTargetSize.height * cameraPosConstraintScale);
}
mRenderDownsampledCamera.SetAspectRatio(mDownsampledWidth / mDownsampledHeight);
mRenderDownsampledCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mRenderDownsampledCamera.SetPosition(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
+ mRenderDownsampledCamera.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, ((mDownsampledHeight * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))));
// setup for normal operation
if(!mBlurUserImage)
mRenderFullSizeCamera.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
float cameraPosConstraintScale = 0.5f / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f);
- mRenderFullSizeCamera.SetPosition(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale);
+ mRenderFullSizeCamera.SetProperty( Actor::Property::POSITION, Vector3(0.0f, 0.0f, mTargetSize.height * cameraPosConstraintScale));
// create offscreen buffer of new size to render our child actors to
mRenderTargetForRenderingChildren = FrameBuffer::New( mTargetSize.width, mTargetSize.height, FrameBuffer::Attachment::NONE );
mRenderTarget2.AttachColorTexture( texture );
// size needs to match render target
- mHorizBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight);
+ mHorizBlurActor.SetProperty( Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight) );
// size needs to match render target
- mVertBlurActor.SetSize(mDownsampledWidth, mDownsampledHeight);
+ mVertBlurActor.SetProperty( Actor::Property::SIZE, Vector2(mDownsampledWidth, mDownsampledHeight) );
SetRendererTexture( mVertBlurActor.GetRendererAt(0), mRenderTarget2 );
// set gaussian blur up for new sized render targets