}
);
-Geometry CreateGeometry()
-{
- // Create vertices
- 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[0], sizeof(indexData)/sizeof(unsigned short) );
-
- return texturedQuadGeometry;
-}
-
} // anonymous namespace
// This example shows how to use a simple mesh
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mGeometry = CreateGeometry();
+ mGeometry = DemoHelper::CreateTexturedQuad();
TextureSet firstTextureSet;