#include <dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.h>
// EXTERNAL INCLUDES
-#include <dali/public-api/actors/renderer.h>
-#include <dali/public-api/geometry/geometry.h>
#include <dali/public-api/math/vector3.h>
-#include <dali/public-api/object/property-buffer.h>
#include <dali/public-api/object/property-map.h>
-#include <dali/public-api/shader-effects/material.h>
-#include <dali/public-api/shader-effects/shader.h>
+#include <dali/devel-api/object/property-buffer.h>
+#include <dali/devel-api/rendering/geometry.h>
+#include <dali/devel-api/rendering/material.h>
+#include <dali/devel-api/rendering/renderer.h>
+#include <dali/devel-api/rendering/shader.h>
namespace Dali
{
void main()\n
{\n
gl_FragColor = uColor;\n
-}\n;
+}\n
);
} // namespace Anon
Property::Map vertexFormat;
vertexFormat["aPosition1"] = Property::VECTOR3;
vertexFormat["aPosition2"] = Property::VECTOR3;
- PropertyBuffer vertices = PropertyBuffer::New( PropertyBuffer::STATIC, vertexFormat, 12u );
+ PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 12u );
vertices.SetData( vertexData );
unsigned int indexData[18] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11 };
Property::Map indexFormat;
- indexFormat["indices"] = Property::UNSIGNED_INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, 18u );
+ indexFormat["indices"] = Property::INTEGER;
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat, 18u );
indices.SetData( indexData );
Geometry meshGeometry = Geometry::New();
meshActor.AddRenderer( renderer );
// Register property
- bouncePropertyIndex = meshActor.RegisterProperty("bounce-coefficient", 0.f);
- meshActor.AddUniformMapping( bouncePropertyIndex, "uBounceCoefficient" );
+ bouncePropertyIndex = meshActor.RegisterProperty("uBounceCoefficient", 0.f);
return meshActor;
}