X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Fdevel-api%2Fvisual-factory%2Fvisual-factory.h;h=1b7d9b53d6a8be4cd791d6be292762d6995612bf;hb=c8e1f7fad89a4deb15fa64e46a47b589f13db0db;hp=cc62c2bb5986a01e076147d319ca701cc32651eb;hpb=0439cc4208c4f9c96fc19de6f2bca9d1636d3bd7;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/devel-api/visual-factory/visual-factory.h b/dali-toolkit/devel-api/visual-factory/visual-factory.h index cc62c2b..1b7d9b5 100644 --- a/dali-toolkit/devel-api/visual-factory/visual-factory.h +++ b/dali-toolkit/devel-api/visual-factory/visual-factory.h @@ -133,17 +133,6 @@ public: */ void DiscardVisual(Visual::Base visual); - /** - * @brief Compile the visual shader in advance. Afterwards, - * when a visual using a new shader is requested, the pre-compiled shader is used. - * - * @note It is recommended that this method be called at the top of the application code. - * @note Using precompiled shaders is helpful when the application is complex and uses - * many different styles of visual options. On the other hand,if most visuals are the same - * and the application is simple, it may use memory unnecessarily or slow down the application launching speed. - */ - void UsePreCompiledShader(); - private: explicit DALI_INTERNAL VisualFactory(Internal::VisualFactory* impl); };