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Remove uniform mapping.
[platform/core/uifw/dali-toolkit.git]
/
automated-tests
/
src
/
dali-toolkit
/
utc-Dali-BubbleEmitter.cpp
diff --git
a/automated-tests/src/dali-toolkit/utc-Dali-BubbleEmitter.cpp
b/automated-tests/src/dali-toolkit/utc-Dali-BubbleEmitter.cpp
index
db8a9df
..
bd4ae02
100644
(file)
--- a/
automated-tests/src/dali-toolkit/utc-Dali-BubbleEmitter.cpp
+++ b/
automated-tests/src/dali-toolkit/utc-Dali-BubbleEmitter.cpp
@@
-325,8
+325,8
@@
int UtcDaliBubbleEmitterEmitBubble(void)
Stage::GetCurrent().Add( root );
DALI_TEST_CHECK( bubbleMesh );
Stage::GetCurrent().Add( root );
DALI_TEST_CHECK( bubbleMesh );
- Property::Index propertyIndex0 = bubbleMesh.GetPropertyIndex( "
percentage-0
" );
- Property::Index propertyIndex1 = bubbleMesh.GetPropertyIndex( "
percentage-1
" );
+ Property::Index propertyIndex0 = bubbleMesh.GetPropertyIndex( "
uPercentage[0]
" );
+ Property::Index propertyIndex1 = bubbleMesh.GetPropertyIndex( "
uPercentage[1]
" );
float value0, value1;
Animation animation = Animation::New( 0.5f );
float value0, value1;
Animation animation = Animation::New( 0.5f );
@@
-340,8
+340,8
@@
int UtcDaliBubbleEmitterEmitBubble(void)
animation.Play();
Wait(application, 300);
animation.Play();
Wait(application, 300);
- propertyIndex0 = bubbleMesh.GetPropertyIndex( "
percentage-0
" );
- propertyIndex1 = bubbleMesh.GetPropertyIndex( "
percentage-1
" );
+ propertyIndex0 = bubbleMesh.GetPropertyIndex( "
uPercentage[0]
" );
+ propertyIndex1 = bubbleMesh.GetPropertyIndex( "
uPercentage[1]
" );
(bubbleMesh.GetProperty(propertyIndex0)).Get( value0 );
(bubbleMesh.GetProperty(propertyIndex1)).Get( value1 );
DALI_TEST_CHECK( value0 >= 0.6f );
(bubbleMesh.GetProperty(propertyIndex0)).Get( value0 );
(bubbleMesh.GetProperty(propertyIndex1)).Get( value1 );
DALI_TEST_CHECK( value0 >= 0.6f );
@@
-382,7
+382,7
@@
int UtcDaliBubbleEmitterRestore(void)
DALI_TEST_CHECK( gl.GetUniformValue<float>( "uPercentage[0]", percentageValue ) );
DALI_TEST_EQUALS( percentageValue, 0.f, TEST_LOCATION );
DALI_TEST_CHECK( gl.GetUniformValue<float>( "uPercentage[0]", percentageValue ) );
DALI_TEST_EQUALS( percentageValue, 0.f, TEST_LOCATION );
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStart
AndEndPos
[0]", startEndPosValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStart
EndPosition
[0]", startEndPosValue ) );
DALI_TEST_EQUALS( startEndPosValue.x, 40.f, TEST_LOCATION );
DALI_TEST_EQUALS( startEndPosValue.y, 40.f, TEST_LOCATION );
DALI_TEST_EQUALS( startEndPosValue.x, 40.f, TEST_LOCATION );
DALI_TEST_EQUALS( startEndPosValue.y, 40.f, TEST_LOCATION );
@@
-393,7
+393,7
@@
int UtcDaliBubbleEmitterRestore(void)
DALI_TEST_CHECK( gl.GetUniformValue<float>( "uPercentage[0]", percentageValue ) );
DALI_TEST_CHECK( percentageValue < 0.5f && percentageValue >= 0.4);
DALI_TEST_CHECK( gl.GetUniformValue<float>( "uPercentage[0]", percentageValue ) );
DALI_TEST_CHECK( percentageValue < 0.5f && percentageValue >= 0.4);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStart
AndEndPos
[0]", startEndPosValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStart
EndPosition
[0]", startEndPosValue ) );
DALI_TEST_EQUALS( startEndPosValue.x, 40.f, TEST_LOCATION );
DALI_TEST_EQUALS( startEndPosValue.y, 40.f, TEST_LOCATION );
DALI_TEST_EQUALS( startEndPosValue.x, 40.f, TEST_LOCATION );
DALI_TEST_EQUALS( startEndPosValue.y, 40.f, TEST_LOCATION );
@@
-404,7
+404,7
@@
int UtcDaliBubbleEmitterRestore(void)
DALI_TEST_CHECK( gl.GetUniformValue<float>( "uPercentage[0]", percentageValue ) );
DALI_TEST_EQUALS( percentageValue, 0.f, TEST_LOCATION );
DALI_TEST_CHECK( gl.GetUniformValue<float>( "uPercentage[0]", percentageValue ) );
DALI_TEST_EQUALS( percentageValue, 0.f, TEST_LOCATION );
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStart
AndEndPos
[0]", startEndPosValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStart
EndPosition
[0]", startEndPosValue ) );
DALI_TEST_EQUALS( startEndPosValue, Vector4::ZERO, TEST_LOCATION );
END_TEST;
}
DALI_TEST_EQUALS( startEndPosValue, Vector4::ZERO, TEST_LOCATION );
END_TEST;
}