// Set empty texture so we can remove it.
textureSet.SetTexture(1u, Texture());
- DALI_TEST_EQUALS(textureSet.GetTextureCount(), 2u, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureSet.GetTextureCount(), 1u, TEST_LOCATION);
DALI_TEST_EQUALS(textureSet.GetTexture(0u), image0, TEST_LOCATION);
application.SendNotification();
// Set empty texture end of textureset.
textureSet.SetTexture(2u, Texture());
- DALI_TEST_EQUALS(textureSet.GetTextureCount(), 3u, TEST_LOCATION);
+ DALI_TEST_EQUALS(textureSet.GetTextureCount(), 1u, TEST_LOCATION);
DALI_TEST_EQUALS(textureSet.GetTexture(0u), image0, TEST_LOCATION);
application.SendNotification();
}
SceneGraph::SetTextureMessage(mEventThreadServices, *mSceneObject, index, renderTexture);
+
+ if(!texture)
+ {
+ // Check wheter we need to pop back textures
+ TrimContainers();
+ }
}
Texture* TextureSet::GetTexture(uint32_t index) const
}
SceneGraph::SetSamplerMessage(mEventThreadServices, *mSceneObject, index, renderSampler);
+
+ if(!sampler)
+ {
+ // Check wheter we need to pop back sampler
+ TrimContainers();
+ }
}
Sampler* TextureSet::GetSampler(uint32_t index) const