X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=automated-tests%2Fsrc%2Fdali%2Futc-Dali-MeshMaterial.cpp;h=66a80a6b8edbb0f18cc0eb49aba47a1b3bd69808;hb=fe58df83b2d72c4beceb101eb9cffcc5442f3d6e;hp=67eeb02c22ffb789c5403b5438072acf90be4e8b;hpb=93460e870dcbb949193f2e790aba4f4e0defd2e2;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/automated-tests/src/dali/utc-Dali-MeshMaterial.cpp b/automated-tests/src/dali/utc-Dali-MeshMaterial.cpp index 67eeb02..66a80a6 100644 --- a/automated-tests/src/dali/utc-Dali-MeshMaterial.cpp +++ b/automated-tests/src/dali/utc-Dali-MeshMaterial.cpp @@ -15,11 +15,11 @@ * */ -#include - -#include -#include #include +#include +#include + +#include using namespace Dali; @@ -35,48 +35,6 @@ void mesh_material_test_cleanup(void) test_return_value = TET_PASS; } - -namespace -{ - -Material ConstructMaterial( const std::string& vertexShader, - const std::string& fragmentShader, - float opacity ) -{ - Shader shader = Shader::New( vertexShader, fragmentShader ); - Material customMaterial = Material::New(shader); - Vector4 color = Color::WHITE; - color.a = opacity; - customMaterial.SetProperty(Material::Property::COLOR, color); - return customMaterial; -} - -void TestBlending( TestApplication& application, Material material, float actorOpacity, BlendingMode::Type blendingMode, bool expectedBlend ) -{ - // Generate geometry & renderers - //Mesh mesh = Mesh::New(meshData); - - application.SendNotification(); - application.Render(0); - application.Render(); - application.SendNotification(); - - Actor actor = Actor::New(); - Stage::GetCurrent().Add(actor); - - //material.SetBlendMode(blendingMode); - actor.SetOpacity(actorOpacity); - - TraceCallStack& cullFaceTrace = application.GetGlAbstraction().GetCullFaceTrace(); - cullFaceTrace.Enable(true); - application.SendNotification(); - application.Render(); - //DALI_TEST_EQUALS( BlendEnabled( cullFaceTrace ), expectedBlend, TEST_LOCATION ); -} - -} // anonymous namespace - - /** * Test cases * @@ -119,10 +77,8 @@ void TestBlending( TestApplication& application, Material material, float actorO * * Check rendered vertex buffer is the right size for the initial property buffer * - * Check PropertyBuffer set via SetData can be read thru property system - * Check PropertyBuffer property setters / getters - * Check vertex PropertyBuffer set via properties renders as expected - * Check Index propertyBuffer set via properties renders as expected + * Check VertexBuffer set via SetData renders as expected + * Check IndexBuffer set via properties renders as expected * * Check geometry type renders correctly as the matching GL draw call and type *