// Load textures
auto iTexture = mTextureStages.begin();
- auto checkStage = [&](uint32_t flags) {
+ auto checkStage = [&](uint32_t flags)
+ {
return iTexture != mTextureStages.end() && MaskMatch(iTexture->mSemantic, flags);
};
buffer[0] = static_cast<uint8_t>(mColor.r * 255.f);
buffer[1] = static_cast<uint8_t>(mColor.g * 255.f);
buffer[2] = static_cast<uint8_t>(mColor.b * 255.f);
- raw.mTextures.push_back({Dali::Integration::NewPixelDataWithReleaseAfterUpload(buffer, bufferSize, 1, 1, 0, format, PixelData::DELETE_ARRAY), GetSingleValueSampler()});
+ raw.mTextures.push_back({Dali::PixelData::New(buffer, bufferSize, 1, 1, format, PixelData::DELETE_ARRAY), GetSingleValueSampler()});
}
// If we have transparency, or an image based albedo map, we will have to continue with separate metallicRoughness + normal.
bool MaterialDefinition::CheckTextures(uint32_t flags) const
{
- return std::find_if(mTextureStages.begin(), mTextureStages.end(), [flags](const TextureStage& ts) { return MaskMatch(ts.mSemantic, flags); }) != mTextureStages.end();
+ return std::find_if(mTextureStages.begin(), mTextureStages.end(), [flags](const TextureStage& ts)
+ { return MaskMatch(ts.mSemantic, flags); }) != mTextureStages.end();
}
} // namespace Loader