mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, Toolkit::DepthIndex::TEXT );
- UpdateRenderer();
+ UpdateRenderer( true ); // Renderer needs textures and to be added to control
}
void TextVisual::DoSetOffStage( Actor& actor )
void TextVisual::OnSetTransform()
{
- UpdateRenderer();
+ UpdateRenderer( false );
}
void TextVisual::DoSetProperty( Dali::Property::Index index, const Dali::Property::Value& propertyValue )
}
}
-void TextVisual::UpdateRenderer()
+void TextVisual::UpdateRenderer( bool initializeRendererAndTexture )
{
Actor control = mControl.GetHandle();
if( !control )
const Text::Controller::UpdateTextType updateTextType = mController->Relayout( relayoutSize );
- if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) )
+ if( Text::Controller::NONE_UPDATED != ( Text::Controller::MODEL_UPDATED & updateTextType ) || initializeRendererAndTexture )
{
// Removes the texture set.
RemoveTextureSet();