vertexFormat[NORMAL] = Property::VECTOR3;
vertexFormat[TEXTURE] = Property::VECTOR2;
- PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
+ VertexBuffer surfaceVertices = VertexBuffer::New( vertexFormat );
surfaceVertices.SetData( &vertices[0u], vertices.Size() );
Geometry geometry = Geometry::New();
*/
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 ) )
{