else
{
DALI_ASSERT_ALWAYS(mFastTrackLoadingTask->mTextures.size() >= 3u);
- textureSet.SetTexture(0u, mFastTrackLoadingTask->mTextures[0]);
- textureSet.SetTexture(1u, mFastTrackLoadingTask->mTextures[1]);
textureSet.SetTexture(2u, mFastTrackLoadingTask->mTextures[2]);
+ textureSet.SetTexture(1u, mFastTrackLoadingTask->mTextures[1]);
+ textureSet.SetTexture(0u, mFastTrackLoadingTask->mTextures[0]);
// We cannot determine what kind of shader will be used.
// Just use unified shader, and then change shader after load completed.
}
if(mImpl->mRenderer)
{
- if(textureInformation.useAtlasing)
- {
- mImpl->mRenderer.RegisterProperty(ATLAS_RECT_UNIFORM_NAME, mAtlasRect);
- }
-
EnablePreMultipliedAlpha(textureInformation.preMultiplied);
Actor actor = mPlacementActor.GetHandle();
}
else
{
- if(!textureInformation.useAtlasing)
- {
- Sampler sampler = Sampler::New();
- sampler.SetWrapMode(mWrapModeU, mWrapModeV);
- textureInformation.textureSet.SetSampler(0u, sampler);
- }
+ Sampler sampler = Sampler::New();
+ sampler.SetWrapMode(mWrapModeU, mWrapModeV);
+ textureInformation.textureSet.SetSampler(0u, sampler);
mImpl->mRenderer.SetTextures(textureInformation.textureSet);
ComputeTextureSize();
{
mImpl->mRenderer.RegisterProperty(MASK_TEXTURE_RATIO_NAME, ComputeMaskTextureRatio());
}
+ else
+ {
+ mImpl->mRenderer.RegisterProperty(MASK_TEXTURE_RATIO_NAME, Vector2::ONE);
+ }
maskLoadFailed = false;
}