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 );
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 );
DALI_TEST_CHECK( gl.GetUniformValue<float>( "uPercentage[0]", percentageValue ) );
DALI_TEST_EQUALS( percentageValue, 0.f, TEST_LOCATION );
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStartAndEndPos[0]", startEndPosValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStartEndPosition[0]", startEndPosValue ) );
DALI_TEST_EQUALS( startEndPosValue.x, 40.f, TEST_LOCATION );
DALI_TEST_EQUALS( startEndPosValue.y, 40.f, TEST_LOCATION );
DALI_TEST_CHECK( gl.GetUniformValue<float>( "uPercentage[0]", percentageValue ) );
DALI_TEST_CHECK( percentageValue < 0.5f && percentageValue >= 0.4);
- DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStartAndEndPos[0]", startEndPosValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStartEndPosition[0]", startEndPosValue ) );
DALI_TEST_EQUALS( startEndPosValue.x, 40.f, TEST_LOCATION );
DALI_TEST_EQUALS( startEndPosValue.y, 40.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>( "uStartAndEndPos[0]", startEndPosValue ) );
+ DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uStartEndPosition[0]", startEndPosValue ) );
DALI_TEST_EQUALS( startEndPosValue, Vector4::ZERO, TEST_LOCATION );
END_TEST;
}