namespace
{
-const char * const BACKGROUND_IMAGE( DALI_IMAGE_DIR "background-2.jpg" );
-const char * const TOOLBAR_IMAGE( DALI_IMAGE_DIR "top-bar.png" );
+const char * const BACKGROUND_IMAGE( DEMO_IMAGE_DIR "background-2.jpg" );
+const char * const TOOLBAR_IMAGE( DEMO_IMAGE_DIR "top-bar.png" );
const float GRAVITY_X(0);
const float GRAVITY_Y(-0.09);
//-----------------------------------------------------------------------------------------------
//
-// IMPLEMENTATION
+// IMPLEMENTATION
//
//----------------
Shader shader = Shader::New( METABALL_VERTEX_SHADER, METABALL_FRAG_SHADER );
Material material = Material::New( shader );
- material.SetBlendMode(BlendingMode::ON );
- material.SetBlendFunc(BlendingFactor::ONE, BlendingFactor::ONE, BlendingFactor::ONE, BlendingFactor::ONE);
-
Geometry metaballGeom = CreateGeometry();
//Initialization of each of the metaballs
mMetaballs[i].actor.SetParentOrigin( ParentOrigin::CENTER );
Renderer renderer = Renderer::New( metaballGeom, material );
+ renderer.SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::ON );
+ renderer.SetBlendFunc(BlendingFactor::ONE, BlendingFactor::ONE, BlendingFactor::ONE, BlendingFactor::ONE);
+
mMetaballs[i].actor.AddRenderer( renderer );
mMetaballs[i].positionIndex = mMetaballs[i].actor.RegisterProperty( "uPositionMetaball", mMetaballs[i].position );