namespace
{
-const char* MATERIAL_SAMPLE( DEMO_IMAGE_DIR "gallery-small-48.jpg" );
-const char* MATERIAL_SAMPLE2( DEMO_IMAGE_DIR "gallery-medium-19.jpg" );
#define MAKE_SHADER(A)#A
Property::Map pentagonVertexFormat;
pentagonVertexFormat["aPosition1"] = Property::VECTOR2;
- PropertyBuffer pentagonVertices = PropertyBuffer::New( pentagonVertexFormat, 5 );
- pentagonVertices.SetData(pentagonVertexData);
+ PropertyBuffer pentagonVertices = PropertyBuffer::New( pentagonVertexFormat );
+ pentagonVertices.SetData(pentagonVertexData, 5);
Property::Map pentacleVertexFormat;
pentacleVertexFormat["aPosition2"] = Property::VECTOR2;
- PropertyBuffer pentacleVertices = PropertyBuffer::New( pentacleVertexFormat, 5 );
- pentacleVertices.SetData(pentacleVertexData);
+ PropertyBuffer pentacleVertices = PropertyBuffer::New( pentacleVertexFormat );
+ pentacleVertices.SetData( pentacleVertexData, 5 );
// Create indices
unsigned int indexData[10] = { 0, 1, 1, 2, 2, 3, 3, 4, 4, 0 };
Property::Map indexFormat;
indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
- indices.SetData(indexData);
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat );
+ indices.SetData( indexData, sizeof(indexData)/sizeof(indexData[0]) );
// Create the geometry object
Geometry pentagonGeometry = Geometry::New();
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mMaterial = Material::New( mShader );
- mImage = ResourceImage::New( MATERIAL_SAMPLE );
- mMaterial.AddTexture(mImage, "sTexture");
mGeometry = CreateGeometry();
mMeshActor.SetAnchorPoint( AnchorPoint::CENTER );
stage.Add( mMeshActor );
- mChangeImageTimer = Timer::New( 5000 );
- mChangeImageTimer.TickSignal().Connect( this, &ExampleController::OnTimer );
- mChangeImageTimer.Start();
-
Animation animation = Animation::New(5);
KeyFrames keyFrames = KeyFrames::New();
keyFrames.Add(0.0f, 0.0f);
return true;
}
- bool OnTimer()
- {
- Image image = ResourceImage::New( MATERIAL_SAMPLE2 );
-
- mMaterial.SetTextureImage(0,image);
- return false;
- }
-
void OnKeyEvent(const KeyEvent& event)
{
if(event.state == KeyEvent::Down)
Application& mApplication; ///< Application instance
Vector3 mStageSize; ///< The size of the stage
- Image mImage;
Shader mShader;
Material mMaterial;
Geometry mGeometry;
Renderer mRenderer;
Actor mMeshActor;
- Renderer mRenderer2;
- Actor mMeshActor2;
- Timer mChangeImageTimer;
};
void RunTest( Application& application )