* Ideally use one group of uniform to control one bubble.
* If the num of patches in the MeshActor is more than groups of uniforms,
* the uniform values will be shared by multiple bubbles. Allow up to 9 times.
- * @param[in] movementArea The size of the bubble moving area, usually the same size as the background image actor.
+ * @param[in] movementArea The size of the bubble moving area, usually the same size as the background.
* @return A newly allocated object.
*/
BubbleActor( unsigned int numberOfBubble,
Actor mActor;
Renderer mRenderer;
- Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background image actor.
+ Vector2 mMovementArea; ///< The size of the bubble moving area, usually the same size as the background.
//properties mapped as uniforms
std::vector<Property::Index> mIndicesOffset; ///< Indices of the properties mapping to uniform array 'uOffset'