meshActor.SetAffectedByLighting(false);
Dali::ShaderEffect shaderEffect = Dali::ShaderEffect::New( "", MESH_FRAGMENT_SHADER,
- GEOMETRY_TYPE_MESH,
+ GEOMETRY_TYPE_UNTEXTURED_MESH,
Dali::ShaderEffect::HINT_BLENDING );
meshActor.SetShaderEffect(shaderEffect);