void main()
{
mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
- // TODO scale by the actor size when we are using RendererFactor generated renderers with a shared unit sized mesh: vertexPosition.xyz *= uSize;
+ vertexPosition.xyz *= uSize;
vertexPosition = uMvpMatrix * vertexPosition;
vTexCoord = aTexCoord;
Geometry CreateGeometry( int width, int height )
{
// Create vertices
- const float halfWidth = width * .5f;
- const float halfHeight = height * .5f;
+ const float halfWidth = 0.5f;
+ const float halfHeight = 0.5f;
struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
TexturedQuadVertex texturedQuadVertexData[4] = { { Vector2(-halfWidth, -halfHeight), Vector2(0.f, 0.f) },
{ Vector2( halfWidth, -halfHeight), Vector2(1.f, 0.f) },
texturedQuadVertices.SetData(texturedQuadVertexData);
// Create indices
+ //TODO: replace with triangle strip when Geometry supports it
unsigned int indexData[6] = { 0, 3, 1, 0, 2, 3 };
Property::Map indexFormat;
indexFormat["indices"] = Property::INTEGER;