}
else
{
- Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
-
+ Actor actor = mPlacementActor.GetHandle();
+ Vector2 imageSize = Vector2::ZERO;
+ if(actor)
+ {
+ imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+ }
+ mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
+ Texture brokenImage = mImpl->mRenderer.GetTextures().GetTexture(0);
naturalSize.x = brokenImage.GetWidth();
naturalSize.y = brokenImage.GetWidth();
}
}
else if(mLoadState == TextureManager::LoadState::LOAD_FAILED)
{
- Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
-
- mTextures = TextureSet::New();
- mTextures.SetTexture(0u, brokenImage);
- mImpl->mRenderer.SetTextures(mTextures);
-
+ Vector2 imageSize = Vector2::ZERO;
+ if(actor)
+ {
+ imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+ }
+ mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
actor.AddRenderer(mImpl->mRenderer);
mPlacementActor.Reset();
EnablePreMultipliedAlpha(preMultiplied);
Actor actor = mPlacementActor.GetHandle();
- if(actor)
+ if(!loadingSuccess)
{
- actor.AddRenderer(mImpl->mRenderer);
- // reset the weak handle so that the renderer only get added to actor once
- mPlacementActor.Reset();
+ Vector2 imageSize = Vector2::ZERO;
+ if(actor)
+ {
+ imageSize = actor.GetProperty(Actor::Property::SIZE).Get<Vector2>();
+ }
+ mFactoryCache.UpdateBrokenImageRenderer(mImpl->mRenderer, imageSize);
+ textureSet = mImpl->mRenderer.GetTextures();
}
-
- if(!loadingSuccess)
+ else
{
- Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
-
- textureSet = TextureSet::New();
- textureSet.SetTexture(0u, brokenImage);
+ Sampler sampler = Sampler::New();
+ sampler.SetWrapMode(mWrapModeU, mWrapModeV);
+ textureSet.SetSampler(0u, sampler);
mImpl->mRenderer.SetTextures(textureSet);
}
- Sampler sampler = Sampler::New();
- sampler.SetWrapMode(mWrapModeU, mWrapModeV);
- textureSet.SetSampler(0u, sampler);
- mImpl->mRenderer.SetTextures(textureSet);
+ if(actor)
+ {
+ actor.AddRenderer(mImpl->mRenderer);
+ // reset the weak handle so that the renderer only get added to actor once
+ mPlacementActor.Reset();
+ }
}
// Storing TextureSet needed when renderer staged.