{
//custom shader
const char * const CUSTOM_SHADER( "shader" );
-const char * const CUSTOM_VERTEX_SHADER( "vertex-shader" );
-const char * const CUSTOM_FRAGMENT_SHADER( "fragment-shader" );
-const char * const CUSTOM_SUBDIVIDE_GRID_X( "subdivide-grid-x" );
-const char * const CUSTOM_SUBDIVIDE_GRID_Y( "subdivide-grid-y" );
+const char * const CUSTOM_VERTEX_SHADER( "vertexShader" );
+const char * const CUSTOM_FRAGMENT_SHADER( "fragmentShader" );
+const char * const CUSTOM_SUBDIVIDE_GRID_X( "subdivideGridX" );
+const char * const CUSTOM_SUBDIVIDE_GRID_Y( "subdivideGridY" );
const char * const CUSTOM_SHADER_HINTS( "hints" ); ///< type INTEGER; (bitfield) values from enum Shader::Hints
}
if( GetIsOnStage() )
{
DoSetOffStage( actor );
- actor.RemoveRenderer( mImpl->mRenderer );
- mImpl->mRenderer.Reset();
mImpl->mFlags &= ~Impl::IS_ON_STAGE;
}
void ControlRenderer::DoSetOffStage( Actor& actor )
{
+ actor.RemoveRenderer( mImpl->mRenderer );
+ mImpl->mRenderer.Reset();
}
void ControlRenderer::CreatePropertyMap( Property::Map& map ) const
{
+ DoCreatePropertyMap( map );
+
if( mImpl->mCustomShader )
{
mImpl->mCustomShader->CreatePropertyMap( map );
}
- DoCreatePropertyMap( map );
}
bool ControlRenderer::GetIsOnStage() const