OnInitialize();
}
-void CubeTransitionEffect::OnStageConnection( int depth )
+void CubeTransitionEffect::OnSceneConnection( int depth )
{
Geometry geometry = VisualFactoryCache::CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
Self().AddRenderer( mCurrentRenderer );
- Control::OnStageConnection( depth );
+ Control::OnSceneConnection( depth );
}
-void CubeTransitionEffect::OnStageDisconnection()
+void CubeTransitionEffect::OnSceneDisconnection()
{
if( mCurrentRenderer )
{
mTargetRenderer.Reset();
}
- Control::OnStageDisconnection();
+ Control::OnSceneDisconnection();
}
void CubeTransitionEffect::SetTransitionDuration( float duration )