);
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(\n
-uniform lowp vec4 uColor;\n
-uniform lowp vec4 mixColor;\n
+ uniform lowp vec4 uColor;\n
+ uniform lowp vec3 mixColor;\n
+ uniform lowp float opacity;\n
\n
void main()\n
{\n
- gl_FragColor = uColor*mixColor;\n
+ gl_FragColor = uColor * vec4( mixColor, opacity );\n
}\n
);
}
}
+void WireframeVisual::DoCreateInstancePropertyMap( Property::Map& map ) const
+{
+ // Do nothing
+}
+
void WireframeVisual::DoSetProperties( const Property::Map& propertyMap )
{
Property::Value* mixValue = propertyMap.Find( Toolkit::DevelVisual::Property::MIX_COLOR, MIX_COLOR );
InitializeRenderer();
actor.AddRenderer( mImpl->mRenderer );
+
+ // Wireframe generated and ready to display
+ ResourceReady();
}
void WireframeVisual::InitializeRenderer()