// Create vertices
struct Vertex { Vector2 position; float hue; };
- unsigned int numSides = 20;
+ const unsigned int numSides = 20;
Vertex polyhedraVertexData[numSides];
float angle=0;
float sectorAngle = 2.0f * Math::PI / (float) numSides;
mMeshActor = Actor::New();
mMeshActor.AddRenderer( mRenderer );
- mMeshActor.SetSize(400, 400);
+ mMeshActor.SetProperty( Actor::Property::SIZE, Vector2(400, 400) );
mMeshActor.RegisterProperty( "uFadeColor", Color::GREEN );
mRenderer.RegisterProperty( "uPointSize", 80.0f );
mRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, 0 );
- mMeshActor.SetParentOrigin( ParentOrigin::CENTER );
- mMeshActor.SetAnchorPoint( AnchorPoint::CENTER );
+ mMeshActor.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
+ mMeshActor.SetProperty( Actor::Property::ANCHOR_POINT, AnchorPoint::CENTER );
stage.Add( mMeshActor );
Animation animation = Animation::New(15);