Dali::Layer sourceLayer(sourceActor->GetLayer());
if(sourceLayer)
{
- const uint32_t sourceActorDepth(sourceLayer.GetProperty<bool>(Dali::Layer::Property::DEPTH));
+ const uint32_t sourceActorDepth(sourceLayer.GetProperty<int32_t>(Dali::Layer::Property::DEPTH));
CameraActor* cameraActor = renderTask.GetCameraActor();
bool pickingPossible = cameraActor->BuildPickingRay(screenCoordinates,
viewport,
Dali::Layer sourceLayer(sourceActor->GetLayer());
if(sourceLayer)
{
- const uint32_t sourceActorDepth(sourceLayer.GetProperty<bool>(Dali::Layer::Property::DEPTH));
+ const uint32_t sourceActorDepth(sourceLayer.GetProperty<int32_t>(Dali::Layer::Property::DEPTH));
CameraActor* cameraActor = renderTask.GetCameraActor();
bool pickingPossible = cameraActor->BuildPickingRay(