Property::Map initialPositionVertexFormat;
initialPositionVertexFormat["aInitPos"] = Property::VECTOR2;
- VertexBuffer initialPositionVertices = VertexBuffer::New( initialPositionVertexFormat );
+ PropertyBuffer initialPositionVertices = PropertyBuffer::New( initialPositionVertexFormat );
initialPositionVertices.SetData( quad, numberOfVertices );
Property::Map finalPositionVertexFormat;
finalPositionVertexFormat["aFinalPos"] = Property::VECTOR2;
- VertexBuffer finalPositionVertices = VertexBuffer::New( finalPositionVertexFormat );
+ PropertyBuffer finalPositionVertices = PropertyBuffer::New( finalPositionVertexFormat );
finalPositionVertices.SetData( cat, numberOfVertices );
Property::Map colorVertexFormat;
colorVertexFormat["aColor"] = Property::VECTOR3;
- VertexBuffer colorVertices = VertexBuffer::New( colorVertexFormat );
+ PropertyBuffer colorVertices = PropertyBuffer::New( colorVertexFormat );
colorVertices.SetData( colors, numberOfVertices );
// Create the geometry object
void OnKeyEvent(const KeyEvent& event)
{
- if(event.GetState() == KeyEvent::DOWN)
+ if(event.state == KeyEvent::Down)
{
if( IsKey( event, Dali::DALI_KEY_ESCAPE) || IsKey( event, Dali::DALI_KEY_BACK) )
{