const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index];
Image image = ResourceImage::New(imagePath);
- Sampler textureSampler = Sampler::New( image, "sTexture" );
Material material = Material::New( shader );
- material.AddSampler(textureSampler);
+ material.AddTexture( image, "sTexture" );
material.SetBlendMode( BlendingMode::OFF );
renderers[index] = Renderer::New( QuadMesh(), material );
}
// -p NumberOfPages (Modifies the nimber of pages )
// --use-imageview ( Use ImageView instead of ImageActor )
// --use-mesh ( Use new renderer API (as ImageView) but shares renderers between actors when possible )
-// --use-nine-patch ( Use nine patch images )
+// --nine-patch ( Use nine patch images )
//
class Benchmark : public ConnectionTracker
for( size_t i(0); i<actorCount; ++i )
{
- Image image = ResourceImage::New(ImagePath(i));
- mImageView[i] = ImageView::New(image);
+ mImageView[i] = ImageView::New(ImagePath(i));
mImageView[i].SetSize(Vector3(0.0f,0.0f,0.0f));
mImageView[i].SetResizePolicy( ResizePolicy::FIXED, Dimension::ALL_DIMENSIONS );
stage.Add(mImageView[i]);