{
}
-MotionBlurEffect MotionBlurEffect::Apply( Actor handle )
+MotionBlurEffect MotionBlurEffect::Apply( RenderableActor renderable )
{
MotionBlurEffect newEffect = New( MOTION_BLUR_NUM_SAMPLES );
- handle.SetShaderEffect( newEffect );
+ renderable.SetShaderEffect( newEffect );
Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_BLUR_MODEL_LASTFRAME );
Constraint constraint = Constraint::New<Matrix>( uModelProperty,
- Source( handle, Actor::WORLD_MATRIX ),
+ Source( renderable, Actor::WORLD_MATRIX ),
EqualToConstraint() );
// and set up constraint.
return New( MOTION_BLUR_NUM_SAMPLES );
}
-MotionBlurEffect MotionBlurEffect::New( const unsigned int numBlurSamples )
+MotionBlurEffect MotionBlurEffect::New( unsigned int numBlurSamples )
{
// Dali vertexSource prefix for reference:
// precision highp float;