}
}
-void BubbleEmitter::SetBlendMode( bool enable )
-{
- if(enable)
- {
- // linear overlay
- mMaterial.SetBlendFunc(BlendingFactor::SRC_ALPHA, BlendingFactor::ONE,
- BlendingFactor::ZERO, BlendingFactor::ONE);
- }
- else
- {
- // using default blend func
- mMaterial.SetBlendFunc( BlendingFactor::SRC_ALPHA, BlendingFactor::ONE_MINUS_SRC_ALPHA,
- BlendingFactor::ONE, BlendingFactor::ONE_MINUS_SRC_ALPHA );
- }
-}
-
// clear the resources created for the off screen rendering
void BubbleEmitter::OnRenderFinished(RenderTask& source)
{
vertexFormat["aIndex"] = Property::FLOAT;
vertexFormat["aPosition"] = Property::VECTOR2;
vertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, numVertex );
- vertices.SetData( &vertexData[0] );
+ PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
+ vertices.SetData( &vertexData[0], numVertex );
Property::Map indexFormat;
indexFormat["indices"] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat, numIndex );
- indices.SetData( &indexData[0] );
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat );
+ indices.SetData( &indexData[0], numIndex );
Geometry geometry = Geometry::New();
geometry.AddVertexBuffer( vertices );