DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
- Geometry geometry = CreateQuadGeometry();
- Shader shader = CreateShader();
- Renderer renderer = Renderer::New(geometry, shader);
+ {
+ Geometry geometry = CreateQuadGeometry();
+ Shader shader = CreateShader();
+ Renderer renderer = Renderer::New(geometry, shader);
- actor.AddRenderer( renderer );
- DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
- DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
+ actor.AddRenderer( renderer );
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
+ DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
- actor.RemoveRenderer(renderer);
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+ }
+
+ {
+ Renderer renderer = actor.GetRendererAt(0);
+ actor.RemoveRenderer(renderer);
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+ }
+
+ // Call one final time to ensure that the renderer is actually removed after
+ // the handle goes out of scope, and excercises the deletion code path in
+ // scene graph and render.
+ application.SendNotification();
+ application.Render();
END_TEST;
}
Renderer renderer = Renderer::New(geometry, shader);
actor.AddRenderer( renderer );
+ application.SendNotification();
+ application.Render();
+
DALI_TEST_EQUALS( actor.GetRendererCount(), 1u, TEST_LOCATION );
DALI_TEST_EQUALS( actor.GetRendererAt(0), renderer, TEST_LOCATION );
actor.RemoveRenderer(0);
- DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ application.SendNotification();
+ application.Render();
+ DALI_TEST_EQUALS( actor.GetRendererCount(), 0u, TEST_LOCATION );
+ // Shut down whilst holding onto the renderer handle.
END_TEST;
}