nodeDef.mExtras.push_back(NodeDefinition::Extra{"frobnicateFactor", frobnicateFactor});
Context ctx;
- auto actor = nodeDef.CreateActor(ctx.createParams);
+ auto actor = nodeDef.CreateModelNode(ctx.createParams);
DALI_TEST_EQUAL(nodeDef.mName, actor.GetProperty(Actor::Property::NAME).Get<std::string>());
DALI_TEST_EQUAL(nodeDef.mPosition, actor.GetProperty(Actor::Property::POSITION).Get<Vector3>());
DALI_TEST_EQUAL(nodeDef.mOrientation, actor.GetProperty(Actor::Property::ORIENTATION).Get<Quaternion>());
auto shader = Shader::New(VSH, FSH);
ctx.resources.mShaders.push_back({ShaderDefinition{}, shader});
- auto actor = nodeDef.CreateActor(ctx.createParams);
+ auto actor = nodeDef.CreateModelNode(ctx.createParams);
DALI_TEST_EQUAL(1, actor.GetRendererCount());
auto renderer = actor.GetRendererAt(0);