const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump vec4 pixelArea;\n
varying mediump vec2 vTexCoord;\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
return TextVisualPtr;
}
-void TextVisual::ConvertStringKeysToIndexKeys( Property::Map& propertyMap )
+Property::Map TextVisual::ConvertStringKeysToIndexKeys( const Property::Map& propertyMap )
{
Property::Map outMap;
outMap.Insert( indexKey, keyValue.second );
}
- propertyMap = outMap;
+ return outMap;
}
float TextVisual::GetHeightForWidth( float width )