*
* The local coordinates of the actor are mapped as frame-buffer coordinates.
* This is useful for hit-testing actors which are rendered off-screen.
- * Note: The mapping actor needs to be rendered by the default render task to make the mapping work properly.
* @SINCE_1_0.0
* @param[in] mappingActor The actor used for conversion.
+ * @note The mapping actor needs to be rendered by the default render task to make the mapping work properly.
*/
void SetScreenToFrameBufferMappingActor( Actor mappingActor );
/**
* @brief Set whether the render task will cull the actors to the camera's view frustum.
*
- * Note that this will only affect image actors that use the default vertex shader.
+ * Note that this will only affect image views that use the default vertex shader.
* The default mode is to cull actors.
* @SINCE_1_0.0
* @param[in] cullMode True if the renderers should be culled.
* }
* );
* @SINCE_1_0.0
+ * @remarks This is an experimental feature and might not be supported in the next release. We do recommend not to use it.
*/
#define DALI_COMPOSE_SHADER(STR) #STR
* uniform vec4 uColor;
* varying vec2 vTexCoord;
* </pre>
- * <BR>
- * <B>
- * Note: In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
- * with the uniform color "uColor" of the node
- * </B>
* @SINCE_1_0.0
+ * @remarks This is an experimental feature and might not be supported in the next release. We do recommend not to use it.
+ * @note In order for fade and color animations to work, the fragment shader needs to multiply the fragment color
+ * with the uniform color "uColor" of the node.
*/
class DALI_IMPORT_API ShaderEffect : public Handle
{
/**
* @DEPRECATED_1_0.47
* @brief An enumeration of properties belonging to the ShaderEffect class.
+ *
* Grid Density defines the spacing of vertex coordinates in world units.
* ie a larger actor will have more grids at the same spacing.
*
/**
* @DEPRECATED_1_0.47
- * @brief Downcast an Object handle to ShaderEffect.
+ * @brief Downcast a handle to ShaderEffect handle.
*
* If handle points to a ShaderEffect the downcast produces valid
* handle. If not the returned handle is left uninitialized.
/**
* @brief The class should implement Dali::ConnectionTrackerInterface, or inherit from Dali::ConnectionTracker.
+ *
* This enforces automatic disconnection when an object is destroyed, so you don't have
* to manually disconnect from signals.
*