for( unsigned int i=0; i<mGlyphs.size(); ++i )
{
AtlasHelperGlyph& glyph = mGlyphs[i];
- BitmapImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
+ BufferImage bitmap = mFontClient.CreateBitmap( glyph.fontId, glyph.index );
atlas.Upload( bitmap, glyph.xOffset, 0 );
TextureCoordinates& coords = glyph.coords;
RenderableActor BasicRenderer::Render( Text::ViewInterface& view )
{
+ UnparentAndReset( mImpl->mActor );
+
Text::Length numberOfGlyphs = view.GetNumberOfGlyphs();
if( numberOfGlyphs > 0 )
Vector<GlyphInfo> glyphs;
glyphs.Resize( numberOfGlyphs );
- view.GetGlyphs( 0, &glyphs[0], numberOfGlyphs );
+ view.GetGlyphs( &glyphs[0], 0, numberOfGlyphs );
std::vector<Vector2> positions;
positions.resize( numberOfGlyphs );
- view.GetGlyphPositions( 0, &positions[0], numberOfGlyphs );
+ view.GetGlyphPositions( &positions[0], 0, numberOfGlyphs );
Atlas atlas = mImpl->CreateAtlas( glyphs );
MeshActor actor = MeshActor::New( mImpl->CreateMesh( glyphs, positions, atlas ) );
actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
- actor.SetAffectedByLighting( false );
ShaderEffect shader = BasicShader::New();
actor.SetShaderEffect( shader );