{
struct Vertex
{
- float index;
- Dali::Vector2 position;
- Dali::Vector2 textureCoord;
-
Vertex()
- {}
+ : index( 0.0f ), position(), textureCoord()
+ {
+ }
Vertex( float index, const Dali::Vector2& position, const Dali::Vector2& textureCoord )
: index( index ), position( position ), textureCoord( textureCoord )
- {}
+ {
+ }
+
+ float index;
+ Dali::Vector2 position;
+ Dali::Vector2 textureCoord;
};
/**
}
}
-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)
{