Shader bubbleShader = CreateBubbleShader (mNumBubblePerActor );
- mMaterial = Material::New( bubbleShader );
- mMaterial.AddTexture( mEffectImage, "sBackground" );
- mMaterial.AddTexture( mShapeImage, "sBubbleShape" );
+ mTextureSet = TextureSet::New();
+ mTextureSet.SetImage( 0u, mEffectImage );
+ mTextureSet.SetImage( 1u, mShapeImage );
mBubbleActors.resize( mNumActor );
for(unsigned int i=0; i < mNumActor; i++ )
{
mBubbleActors[i] = new BubbleActor( mNumBubblePerActor, mMovementArea );
- (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mMaterial );
+ (mBubbleActors[i])->MakeRenderable( mMeshGeometry, mTextureSet, bubbleShader );
mBubbleRoot.Add( (mBubbleActors[i])->GetMeshActor() );
}
void BubbleEmitter::SetShapeImage( Image shapeImage )
{
- mMaterial.SetTextureImage( 1, shapeImage );
+ mTextureSet.SetImage( 1, shapeImage );
}
void BubbleEmitter::SetBubbleScale( float scale )