vertexFormat["aTexCoord"] = Property::VECTOR2;
//Create a vertex buffer for vertex positions and texture coordinates
- vertexBuffer = PropertyBuffer::New( vertexFormat, 4u );
- vertexBuffer.SetData( gQuadWithTexture );
+ vertexBuffer = PropertyBuffer::New( vertexFormat );
+ vertexBuffer.SetData( gQuadWithTexture, 4u );
//Create the geometry
mesh = Geometry::New();
Image image = ResourceImage::New(imagePath);
Material material = Material::New( shader );
material.AddTexture( image, "sTexture" );
- material.SetBlendMode( BlendingMode::OFF );
renderers[index] = Renderer::New( QuadMesh(), material );
+ renderers[index].SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::OFF );
}
return renderers[index];
}