{ Dali::Vector2( -0.5f, 0.5f ), Dali::Vector2( 0.0f, 1.0f ) },
{ Dali::Vector2( 0.5f, 0.5f ), Dali::Vector2( 1.0f, 1.0f ) }};
- //Create a vertex buffer for vertex positions and texture coordinates
- Dali::PropertyBuffer vertexBuffer = Dali::PropertyBuffer::New( Dali::Property::Map()
+ // Create a vertex buffer for vertex positions and texture coordinates
+ Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( Dali::Property::Map()
.Add( "aPosition", Dali::Property::VECTOR2 )
.Add( "aTexCoord", Dali::Property::VECTOR2 ) );
vertexBuffer.SetData( data, 4u );
vertexFormat["aIndex"] = Property::FLOAT;
vertexFormat["aPosition"] = Property::VECTOR2;
vertexFormat["aTexCoord"] = Property::VECTOR2;
- PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertices = VertexBuffer::New( vertexFormat );
vertices.SetData( &vertexData[0], numVertex );
Geometry geometry = Geometry::New();