[Tizen] Add log if destroyed visual get some signal
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / visuals / image / image-visual.cpp
index c57ac33..c190f00 100644 (file)
@@ -680,9 +680,9 @@ void ImageVisual::LoadTexture(bool& atlasing, Vector4& atlasRect, TextureSet& te
     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.
@@ -1049,11 +1049,6 @@ void ImageVisual::LoadComplete(bool loadingSuccess, TextureInformation textureIn
   }
   if(mImpl->mRenderer)
   {
-    if(textureInformation.useAtlasing)
-    {
-      mImpl->mRenderer.RegisterProperty(ATLAS_RECT_UNIFORM_NAME, mAtlasRect);
-    }
-
     EnablePreMultipliedAlpha(textureInformation.preMultiplied);
 
     Actor actor = mPlacementActor.GetHandle();
@@ -1064,12 +1059,9 @@ void ImageVisual::LoadComplete(bool loadingSuccess, TextureInformation textureIn
     }
     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();
@@ -1336,6 +1328,10 @@ void ImageVisual::CheckMaskTexture()
       {
         mImpl->mRenderer.RegisterProperty(MASK_TEXTURE_RATIO_NAME, ComputeMaskTextureRatio());
       }
+      else
+      {
+        mImpl->mRenderer.RegisterProperty(MASK_TEXTURE_RATIO_NAME, Vector2::ONE);
+      }
       maskLoadFailed = false;
     }