}
);
-Actor CreateMeshActorToStage( TestApplication& application, Vector3 parentOrigin = ParentOrigin::CENTER, Vector3 anchorPoint = AnchorPoint::CENTER, Shader::ShaderHints shaderHints = Shader::HINT_NONE )
+Actor CreateMeshActorToStage( TestApplication& application, Vector3 parentOrigin = ParentOrigin::CENTER, Vector3 anchorPoint = AnchorPoint::CENTER, Shader::Hint::Value shaderHints = Shader::Hint::NONE )
{
PixelBuffer* pixelBuffer = new PixelBuffer[ 4 ];
BufferImage image = BufferImage::New( pixelBuffer, 1, 1 );
TraceCallStack& drawTrace = glAbstraction.GetDrawTrace();
drawTrace.Enable( true );
- CreateMeshActorToStage( application, Vector3( 7.0f, 0.5f, 0.5f ), AnchorPoint::CENTER, Shader::HINT_MODIFIES_GEOMETRY );
+ CreateMeshActorToStage( application, Vector3( 7.0f, 0.5f, 0.5f ), AnchorPoint::CENTER, Shader::Hint::MODIFIES_GEOMETRY );
drawTrace.Reset();
application.SendNotification();