Stage::GetCurrent().Add(actor);
Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = propertyBuffer.RegisterProperty( "fade-color", initialColor );
+ Property::Index colorIndex = propertyBuffer.RegisterProperty( "uFadeColor", initialColor );
application.SendNotification();
application.Render(0);
application.Render(0);
Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = propertyBuffer.RegisterProperty( "fade-color", initialColor );
- propertyBuffer.AddUniformMapping( colorIndex, std::string("uFadeColor") );
+ Property::Index colorIndex = propertyBuffer.RegisterProperty( "uFadeColor", initialColor );
TestGlAbstraction& gl = application.GetGlAbstraction();
Stage::GetCurrent().Add(actor);
Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = propertyBuffer.RegisterProperty( "fade-color", initialColor );
+ Property::Index colorIndex = propertyBuffer.RegisterProperty( "uFadeColor", initialColor );
application.SendNotification();
application.Render(0);
application.Render(0);
Vector4 initialColor = Color::WHITE;
- Property::Index colorIndex = propertyBuffer.RegisterProperty( "fade-color", initialColor );
- propertyBuffer.AddUniformMapping( colorIndex, std::string("uFadeColor") );
+ Property::Index colorIndex = propertyBuffer.RegisterProperty( "uFadeColor", initialColor );
TestGlAbstraction& gl = application.GetGlAbstraction();