vertexFormat["aParticlePath4"] = Property::VECTOR2;
vertexFormat["aParticlePath5"] = Property::VECTOR2;
- VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
- vertexBuffer.SetData( &vertices[0], vertices.size() );
+ PropertyBuffer propertyBuffer = PropertyBuffer::New( vertexFormat );
+ propertyBuffer.SetData( &vertices[0], vertices.size() );
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexBuffer );
+ geometry.AddVertexBuffer( propertyBuffer );
geometry.SetIndexBuffer( &faces[0], faces.size() );
geometry.SetType( Geometry::TRIANGLES );
*/
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) )
{
application.MainLoop();
return 0;
}
+