/*
-* Copyright (c) 2021 Samsung Electronics Co., Ltd.
+* Copyright (c) 2022 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*/
// FILE HEADER
-#include "dali-scene-loader/public-api/blend-shape-details.h"
+#include <dali-scene-loader/public-api/blend-shape-details.h>
// EXTERNAL INCLUDES
-#include "dali/public-api/animation/constraints.h"
-#include "dali/public-api/object/property.h"
+#include <dali/public-api/animation/constraints.h>
+#include <dali/public-api/object/property.h>
// INTERNAL INCLUDES
-#include "dali-scene-loader/public-api/resource-bundle.h"
+#include <dali-scene-loader/public-api/resource-bundle.h>
namespace Dali
{
shader.RegisterProperty(UNNORMALIZE_FACTOR, mesh.second.blendShapeUnnormalizeFactor[0u]);
}
- shader.RegisterProperty(NUMBER_OF_BLEND_SHAPES, Property::Value(static_cast<int>(index)));
- shader.RegisterProperty(COMPONENT_SIZE, Property::Value(static_cast<int>(mesh.second.blendShapeBufferOffset)));
+ shader.RegisterProperty(NUMBER_OF_BLEND_SHAPES, Property::Value(static_cast<float>(index)));
+ shader.RegisterProperty(COMPONENT_SIZE, Property::Value(static_cast<float>(mesh.second.blendShapeBufferOffset)));
// Create a read only property to preserve the components of the blend shape.
int32_t components = 0x0;