}
meshActor = Dali::MeshActor::New(mesh);
- meshActor.SetAffectedByLighting(false);
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( "", MESH_FRAGMENT_SHADER,
GEOMETRY_TYPE_UNTEXTURED_MESH,
for( size_t i=0;i<NUM_LAYERS;i++ )
{
size_t j=i*4;
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::POSITION ),
+ mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::Property::POSITION ),
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::POSITION),
+ mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::Property::POSITION),
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
}