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();
const char* imagePath = !gNinePatch ? IMAGE_PATH[index] : NINEPATCH_IMAGE_PATH[index];
Image image = ResourceImage::New(imagePath);
- Material material = Material::New( shader );
- material.AddTexture( image, "sTexture" );
- material.SetBlendMode( BlendingMode::OFF );
- renderers[index] = Renderer::New( QuadMesh(), material );
+ TextureSet textureSet = TextureSet::New();
+ textureSet.SetImage( 0u, image );
+ renderers[index] = Renderer::New( QuadMesh(), shader );
+ renderers[index].SetTextures( textureSet );
+ renderers[index].SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
return renderers[index];
}
mSize = Vector3( stageSize.x / mColumnsPerPage, stageSize.y / mRowsPerPage, 0.0f );
// Respond to a click anywhere on the stage
- stage.GetRootLayer().TouchedSignal().Connect( this, &Benchmark::OnTouch );
+ stage.GetRootLayer().TouchSignal().Connect( this, &Benchmark::OnTouch );
if( gUseMesh )
{
ShowAnimation();
}
- bool OnTouch( Actor actor, const TouchEvent& touch )
+ bool OnTouch( Actor actor, const TouchData& touch )
{
// quit the application
mApplication.Quit();
// Entry point for Linux & Tizen applications
//
-int main( int argc, char **argv )
+int DALI_EXPORT_API main( int argc, char **argv )
{
Application application = Application::New( &argc, &argv );