X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fvisuals%2Fmesh%2Fmesh-visual.cpp;h=4d6a4cdc6cda24844da9ffd5a082a55b473a6b26;hb=798ef5fa1591aa78851e9e3d08fe37411192176a;hp=0d8119231690f1beea239b9f58093070e207a430;hpb=f22d66972ab2939d6e8135bc938294f494e15ef6;p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git diff --git a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp index 0d81192..4d6a4cd 100644 --- a/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp +++ b/dali-toolkit/internal/visuals/mesh/mesh-visual.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2018 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -20,12 +20,11 @@ // EXTERNAL INCLUDES #include -#include +#include #include #include #include #include -#include //INTERNAL INCLUDES #include @@ -83,14 +82,6 @@ enum TextureIndex GLOSS_INDEX = 2u }; -//Property names -const char * const OBJECT_URL_NAME( "objectUrl" ); -const char * const MATERIAL_URL_NAME( "materialUrl" ); -const char * const TEXTURES_PATH_NAME( "texturesPath" ); -const char * const SHADING_MODE_NAME( "shadingMode" ); -const char * const USE_MIPMAPPING_NAME( "useMipmapping" ); -const char * const USE_SOFT_NORMALS_NAME( "useSoftNormals" ); -const char * const LIGHT_POSITION_NAME( "lightPosition" ); //Shading mode DALI_ENUM_TO_STRING_TABLE_BEGIN( SHADING_MODE ) @@ -360,7 +351,7 @@ MeshVisualPtr MeshVisual::New( VisualFactoryCache& factoryCache, const Property: } MeshVisual::MeshVisual( VisualFactoryCache& factoryCache ) -: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO ), +: Visual::Base( factoryCache, Visual::FittingMode::FIT_KEEP_ASPECT_RATIO, Toolkit::Visual::MESH ), mShadingMode( Toolkit::MeshVisual::ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING ), mUseTexture( true ), mUseMipmapping( true ), @@ -498,7 +489,7 @@ void MeshVisual::OnSetTransform() } } -void MeshVisual::DoSetOnStage( Actor& actor ) +void MeshVisual::DoSetOnScene( Actor& actor ) { InitializeRenderer();