vertexFormat[ "aPosition" ] = Property::VECTOR3;
// describe vertex format ( only 2-dimensional positions )
- VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
+ PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
vertexBuffer.SetData( vertices.data(), vertices.size() );
// create geometry
Property::Map vertexFormat;
vertexFormat["aPosition"] = Property::VECTOR2;
- VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
+ PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
const float P( 0.5f );
const Vector2 vertices[] = {
*/
void OnKeyEvent( const KeyEvent& event )
{
- if( event.GetState() == KeyEvent::Down )
+ if( event.state == KeyEvent::Down )
{
if( IsKey( event, DALI_KEY_ESCAPE) || IsKey( event, DALI_KEY_BACK ) )
{