Image image = ResourceImage::New(imagePath);
Material material = Material::New( shader );
material.AddTexture( image, "sTexture" );
- material.SetBlendMode( BlendingMode::OFF );
renderers[index] = Renderer::New( QuadMesh(), material );
+ renderers[index].SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::OFF );
}
return renderers[index];
}
borderProperty.Insert( "rendererType", "borderRenderer" );
borderProperty.Insert( "borderColor", Color::WHITE );
borderProperty.Insert( "borderSize", ITEM_BORDER_SIZE );
+ borderProperty.Insert( "antiAliasing", true );
borderActor.SetProperty( ImageView::Property::IMAGE, borderProperty );
actor.Add(borderActor);
Property::Index morphAmountIndex = mMeshActor.RegisterProperty( "uMorphAmount", 0.0f );
- mRenderer.SetDepthIndex(0);
+ mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
mMeshActor.SetParentOrigin( ParentOrigin::CENTER );
mMeshActor.SetAnchorPoint( AnchorPoint::CENTER );
Property::Index morphDeltaIndex = mMeshActor.RegisterProperty( "uDelta", 0.f );
- mRenderer.SetDepthIndex(0);
+ mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
mMeshActor.SetParentOrigin( ParentOrigin::CENTER );
mMeshActor.SetAnchorPoint( AnchorPoint::CENTER );
meshActor.SetSize(175, 175);
meshActor.RegisterProperty("index", (int)i);
- renderer.SetDepthIndex(0);
+ renderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
// Test with actor alpha
meshActor.SetParentOrigin( ParentOrigin::CENTER );
meshActor.SetAnchorPoint( AnchorPoint::CENTER );
mDepthIndices[index] = newDepthIndex;
Renderer renderer = actor.GetRendererAt(0);
- renderer.SetDepthIndex(newDepthIndex);
+ renderer.SetProperty( Renderer::Property::DEPTH_INDEX, newDepthIndex);
PrintDepths();
}
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 );
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();
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 );
mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
mRenderer.RegisterProperty( "uPointSize", 80.0f );
- mRenderer.SetDepthIndex(0);
+ mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
mMeshActor.SetParentOrigin( ParentOrigin::CENTER );
mMeshActor.SetAnchorPoint( AnchorPoint::CENTER );
mMeshActor.SetSize(400, 400);
Property::Index fadeColorIndex = mRenderer.RegisterProperty( "uFadeColor", Color::MAGENTA );
- mRenderer.SetDepthIndex(0);
+ mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
mMeshActor.SetParentOrigin( ParentOrigin::TOP_CENTER );
mMeshActor.SetAnchorPoint( AnchorPoint::TOP_CENTER );
mRenderer2.RegisterProperty( "anotherProperty", Vector3::ZERO );
mRenderer2.RegisterProperty( "aCoefficient", 0.008f );
Property::Index fadeColorIndex2 = mRenderer2.RegisterProperty( "uFadeColor", Color::BLUE );
- mRenderer2.SetDepthIndex(0);
+ mRenderer2.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
mMeshActor2.SetParentOrigin( ParentOrigin::BOTTOM_CENTER );
mMeshActor2.SetAnchorPoint( AnchorPoint::BOTTOM_CENTER );