DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
application.SendNotification();
application.Render(0);
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
{
TestApplication application;
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
{
TestApplication application;
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
{
TestApplication application;
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
{
TestApplication application;
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry, shader);
TestApplication application;
tet_infoline( "Test SetGeometry, GetGeometry" );
- Geometry geometry1 = CreateQuadGeometry();
- Geometry geometry2 = CreateQuadGeometry();
+ Geometry geometry1 = Geometry::QUAD();
+ Geometry geometry2 = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New(geometry1, shader);
Shader shader2 = CreateShader();
shader2.RegisterProperty( "uFadeColor", Color::GREEN );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader1);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
tet_infoline("Test SetDepthIndex, GetDepthIndex");
Shader shader = CreateShader();
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
Actor actor = Actor::New();
actor.AddRenderer(renderer);
TestApplication application;
tet_infoline("Test SetFaceCullingMode(cullingMode)");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test BLEND_FACTOR properties ");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test BLEND_FACTOR properties ");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test GetBlendEquation() defaults ");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test SetBlendEquation() ");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test setting the blend mode to on with an opaque color renders with blending enabled");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test setting the blend mode to off with a transparent color renders with blending disabled (and not enabled)");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test setting the blend mode to auto with a transparent color renders with blending enabled");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test setting the blend mode to auto with an opaque color renders with blending disabled");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test setting the blend mode to auto with a transparent actor color renders with blending enabled");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test setting the blend mode to auto with an opaque opaque actor color renders with blending disabled");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test setting the blend mode to auto with an opaque color and an image with an alpha channel renders with blending enabled");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
BufferImage image = BufferImage::New( 40, 40, Pixel::RGBA8888 );
Shader shader = CreateShader();
TestApplication application;
tet_infoline("Test setting the blend mode to auto with an opaque color and an image without an alpha channel and a shader with the hint OUTPUT_IS_TRANSPARENT renders with blending enabled");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = Shader::New( "vertexSrc", "fragmentSrc", Shader::HINT_OUTPUT_IS_TRANSPARENT );
Renderer renderer = Renderer::New( geometry, shader );
TestApplication application;
tet_infoline("Test setting the blend mode to auto with an opaque color and an image without an alpha channel and a shader with the hint OUTPUT_IS_OPAQUE renders with blending disabled");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
BufferImage image = BufferImage::New( 50, 50, Pixel::RGB888 );
tet_infoline("Test GetBlendMode()");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test SetBlendColor(color)");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
TextureSet textureSet = TextureSet::New();
BufferImage image = BufferImage::New( 50, 50, Pixel::RGBA8888 );
tet_infoline("Test GetBlendColor()");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test BLEND_PRE_MULTIPLIED_ALPHA property");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = Shader::New( "vertexSrc", "fragmentSrc" );
Renderer renderer = Renderer::New( geometry, shader );
tet_infoline("Test that a non-uniform renderer property can be constrained");
Shader shader = Shader::New("VertexSource", "FragmentSource");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
tet_infoline("Test that a uniform map renderer property can be constrained");
Shader shader = Shader::New("VertexSource", "FragmentSource");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
tet_infoline("Test that a non-uniform renderer property can be animated");
Shader shader = Shader::New("VertexSource", "FragmentSource");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
tet_infoline("Test that a uniform map renderer property can be animated");
Shader shader = Shader::New("VertexSource", "FragmentSource");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
Shader shader = Shader::New("VertexSource", "FragmentSource");
TextureSet textureSet = CreateTextureSet( image );
- PropertyBuffer vertexBuffer = CreatePropertyBuffer();
- Geometry geometry = CreateQuadGeometryFromBuffer(vertexBuffer);
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
Shader shader = Shader::New("VertexSource", "FragmentSource");
TextureSet textureSet = CreateTextureSet( image );
- PropertyBuffer vertexBuffer = CreatePropertyBuffer();
- Geometry geometry = CreateQuadGeometryFromBuffer(vertexBuffer);
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
Shader shader = Shader::New("VertexSource", "FragmentSource");
TextureSet textureSet = CreateTextureSet( image );
- PropertyBuffer vertexBuffer = CreatePropertyBuffer();
- Geometry geometry = CreateQuadGeometryFromBuffer(vertexBuffer);
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
Shader shader = Shader::New("VertexSource", "FragmentSource");
TextureSet textureSet = CreateTextureSet( image );
- PropertyBuffer vertexBuffer = CreatePropertyBuffer();
- Geometry geometry = CreateQuadGeometryFromBuffer(vertexBuffer);
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
Shader shader = Shader::New("VertexSource", "FragmentSource");
TextureSet textureSet = CreateTextureSet( image );
- PropertyBuffer vertexBuffer = CreatePropertyBuffer();
- Geometry geometry = CreateQuadGeometryFromBuffer(vertexBuffer);
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
tet_infoline("Test the rendering order in a 2D layer is correct");
Shader shader = Shader::New("VertexSource", "FragmentSource");
- PropertyBuffer vertexBuffer = CreatePropertyBuffer();
- Geometry geometry = CreateQuadGeometryFromBuffer(vertexBuffer);
+ Geometry geometry = Geometry::QUAD();
Actor actor0 = Actor::New();
actor0.SetAnchorPoint(AnchorPoint::CENTER);
*/
Shader shader = Shader::New("VertexSource", "FragmentSource");
- PropertyBuffer vertexBuffer = CreatePropertyBuffer();
- Geometry geometry = CreateQuadGeometryFromBuffer(vertexBuffer);
+ Geometry geometry = Geometry::QUAD();
Actor actor0 = Actor::New();
actor0.SetAnchorPoint(AnchorPoint::CENTER);
tet_infoline("Test the rendering order in a 2D layer is correct for overlays");
Shader shader = Shader::New("VertexSource", "FragmentSource");
- PropertyBuffer vertexBuffer = CreatePropertyBuffer();
- Geometry geometry = CreateQuadGeometryFromBuffer(vertexBuffer);
+ Geometry geometry = Geometry::QUAD();
Actor actor0 = Actor::New();
actor0.SetAnchorPoint(AnchorPoint::CENTER);
tet_infoline("Test setting the depth function");
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = CreateShader();
Renderer renderer = Renderer::New( geometry, shader );
textureSet.SetSampler( 0u, sampler );
Shader shader = CreateShader();
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
Actor actor = Actor::New();
textureSet.SetSampler( 0u, sampler );
Shader shader = CreateShader();
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
tet_infoline("Test that a non-uniform shader property can be constrained");
Shader shader = Shader::New(VertexSource, FragmentSource);
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
tet_infoline("Test that a uniform map shader property can be constrained");
Shader shader = Shader::New(VertexSource, FragmentSource);
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
tet_infoline("Test that a non-uniform shader property can be animated");
Shader shader = Shader::New(VertexSource, FragmentSource);
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
tet_infoline("Test that a uniform map shader property can be animated");
Shader shader = Shader::New(VertexSource, FragmentSource);
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
Actor actor = Actor::New();
TextureSet textureSet = CreateTextureSet();
textureSet.SetImage( 0u, image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
textureSet.SetImage( 0u, image );
textureSet.SetSampler( 0u, sampler );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
Shader shader = CreateShader();
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New( geometry, shader );
renderer.SetTextures( textureSet );
const char* VERTEX_SHADER = MAKE_SHADER(
attribute mediump vec2 aPosition;
-attribute mediump vec2 aTexCoord;
uniform mediump mat4 uMvpMatrix;
uniform mediump vec3 uSize;
varying mediump vec2 vTexCoord;
mediump vec4 vertexPosition = vec4(aPosition, 0.0, 1.0);
vertexPosition.xyz *= uSize;
vertexPosition = uMvpMatrix * vertexPosition;
- vTexCoord = aTexCoord;
+ vTexCoord = aPosition + vec2(0.5);
gl_Position = vertexPosition;
}
);
}
);
-Geometry CreateGeometry()
-{
- const float halfQuadSize = .5f;
- struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
- TexturedQuadVertex texturedQuadVertexData[4] = {
- { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) },
- { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) },
- { Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) },
- { Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } };
-
- Property::Map texturedQuadVertexFormat;
- texturedQuadVertexFormat["aPosition"] = Property::VECTOR2;
- texturedQuadVertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer texturedQuadVertices = PropertyBuffer::New( texturedQuadVertexFormat );
- texturedQuadVertices.SetData( texturedQuadVertexData, 4 );
-
- // Create indices
- unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
-
- // Create the geometry object
- Geometry texturedQuadGeometry = Geometry::New();
- texturedQuadGeometry.AddVertexBuffer( texturedQuadVertices );
- texturedQuadGeometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
-
- return texturedQuadGeometry;
-}
-
Actor CreateMeshActorToStage( TestApplication& application, Vector3 parentOrigin = ParentOrigin::CENTER, Vector3 anchorPoint = AnchorPoint::CENTER, Shader::ShaderHints shaderHints = Shader::HINT_NONE )
{
PixelBuffer* pixelBuffer = new PixelBuffer[ 4 ];
BufferImage image = BufferImage::New( pixelBuffer, 1, 1 );
- Geometry geometry = CreateGeometry();
+ Geometry geometry = Geometry::QUAD();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER, shaderHints );
TextureSet textureSet = TextureSet::New();
textureSet.SetImage( 0u, image );
application.SendNotification();
application.Render( 16 );
- DALI_TEST_CHECK( drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.Render( 16 );
// This will be sphere culled
- DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.SendNotification();
application.Render( 16 );
- DALI_TEST_CHECK( drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.Render( 16 );
// This will be sphere culled
- DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.SendNotification();
application.Render( 16 );
- DALI_TEST_CHECK( drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.Render( 16 );
// This will be sphere culled
- DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.Render( 16 );
// This will be box culled
- DALI_TEST_CHECK( drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.Render( 16 );
// This will be sphere culled
- DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.SendNotification();
application.Render( 16 );
- DALI_TEST_CHECK( drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.Render( 16 );
// This will be sphere culled
- DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.SendNotification();
application.Render( 16 );
- DALI_TEST_CHECK( drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.Render( 16 );
// This will be sphere culled
- DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( !drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.SendNotification();
application.Render( 16 );
- DALI_TEST_CHECK( drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
application.Render( 16 );
// This should not be culled
- DALI_TEST_CHECK( drawTrace.FindMethod( "DrawElements" ) );
+ DALI_TEST_CHECK( drawTrace.FindMethod( "DrawArrays" ) );
END_TEST;
}
return vertexData;
}
-Geometry CreateQuadGeometry(void)
-{
- PropertyBuffer vertexData = CreatePropertyBuffer();
- return CreateQuadGeometryFromBuffer( vertexData );
-}
-
-Geometry CreateQuadGeometryFromBuffer( PropertyBuffer vertexData )
-{
- const float halfQuadSize = .5f;
- struct TexturedQuadVertex { Vector2 position; Vector2 textureCoordinates; };
- TexturedQuadVertex texturedQuadVertexData[4] = {
- { Vector2(-halfQuadSize, -halfQuadSize), Vector2(0.f, 0.f) },
- { Vector2( halfQuadSize, -halfQuadSize), Vector2(1.f, 0.f) },
- { Vector2(-halfQuadSize, halfQuadSize), Vector2(0.f, 1.f) },
- { Vector2( halfQuadSize, halfQuadSize), Vector2(1.f, 1.f) } };
- vertexData.SetData(texturedQuadVertexData, 4);
-
- unsigned short indexData[6] = { 0, 3, 1, 0, 2, 3 };
-
- Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexData );
- geometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) );
-
- return geometry;
-}
-
-
-
} // namespace Dali
Shader CreateShader();
TextureSet CreateTextureSet();
TextureSet CreateTextureSet( Image image );
-Geometry CreateQuadGeometry();
-Geometry CreateQuadGeometryFromBuffer( PropertyBuffer vertexData );
PropertyBuffer CreatePropertyBuffer();
-
}
#endif // MESH_BUILDER_H
namespace
{
-const char * const TEXTURE_UNIFORM_NAME( "sTexture" );
-
const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
uniform mediump mat4 uMvpMatrix;\n
Actor CreateRenderableActor( Image texture, const std::string& vertexShader, const std::string& fragmentShader )
{
// Create the geometry
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
// Create Shader
Shader shader = Shader::New( vertexShader, fragmentShader );
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 1, TEST_LOCATION );
+ DALI_TEST_EQUALS( drawTrace.CountMethod("DrawArrays"), 1, TEST_LOCATION );
// Set task to non-exclusive - actor1 should render twice:
drawTrace.Reset();
application.SendNotification();
application.Render();
- DALI_TEST_EQUALS( drawTrace.CountMethod("DrawElements"), 2, TEST_LOCATION );
+ DALI_TEST_EQUALS( drawTrace.CountMethod("DrawArrays"), 2, TEST_LOCATION );
END_TEST;
}
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures( textureSet );
Actor secondRootActor = Actor::New();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures( textureSet );
Actor secondRootActor = Actor::New();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures( textureSet );
Actor secondRootActor = Actor::New();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures( textureSet );
Actor secondRootActor = Actor::New();
Integration::ResourceTypeId imageType = imageRequest->GetType()->id;
TextureSet textureSet = CreateTextureSet( image );
- Geometry geometry = CreateQuadGeometry();
+ Geometry geometry = Geometry::QUAD();
Renderer renderer = Renderer::New(geometry, shader);
renderer.SetTextures( textureSet );
Actor secondRootActor = Actor::New();