Geometry geometry = CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- Material material = Material::New( shader );
+ TextureSet textureSet = TextureSet::New();
if( mCurrentImage )
{
- material.AddTexture( mCurrentImage, "sTexture" );
+ textureSet.SetImage( 0u, mCurrentImage );
}
- mCurrentRenderer = Renderer::New( geometry, material );
+ mCurrentRenderer = Renderer::New( geometry, shader );
+ mCurrentRenderer.SetTextures( textureSet );
mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
Self().AddRenderer( mCurrentRenderer );
void CubeTransitionEffect::SetCurrentImage( Image image )
{
mCurrentImage = image;
-
if( mCurrentRenderer )
{
- Material material = mCurrentRenderer.GetMaterial();
-
- int index = material.GetTextureIndex("sTexture" );
- if( index != -1 )
- {
- material.SetTextureImage( index, mCurrentImage );
- }
- else
- {
- material.AddTexture( mCurrentImage, "sTexture" );
- }
+ TextureSet textureSet = mCurrentRenderer.GetTextures();
+ textureSet.SetImage( 0u, mCurrentImage );
}
}
if( mTargetRenderer )
{
- Material material = mTargetRenderer.GetMaterial();
- material.AddTexture( mTargetImage, "sTexture" );
+ TextureSet textureSet = mTargetRenderer.GetTextures();
+ textureSet.SetImage( 0u, mTargetImage );
}
}
}
//create the target renderer
- Material material = Material::New( mCurrentRenderer.GetMaterial().GetShader() );
+ TextureSet textureSet = TextureSet::New();
if( mTargetImage )
{
- material.AddTexture( mTargetImage, "sTexture" );
+ textureSet.SetImage( 0u, mTargetImage );
}
Geometry geometry = mCurrentRenderer.GetGeometry();
- mTargetRenderer = Renderer::New( geometry, material );
+ Shader shader( mCurrentRenderer.GetShader() );
+ mTargetRenderer = Renderer::New( geometry, shader );
+ mTargetRenderer.SetTextures( textureSet );
int depthIndex = mCurrentRenderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX);
mTargetRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex );