Property::Map vertexFormat;
vertexFormat[ "aPosition" ] = Property::VECTOR2;
- PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
if( vertices.Size() > 0 )
{
- vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
+ vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() );
}
// Create the geometry object
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexPropertyBuffer );
+ geometry.AddVertexBuffer( vertexBuffer );
if( indices.Size() > 0 )
{
geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
Dali::Property::Map positionVertexFormat;
positionVertexFormat["aPosition"] = Dali::Property::VECTOR2;
- Dali::PropertyBuffer positionVertices = Dali::PropertyBuffer::New( positionVertexFormat );
+ Dali::VertexBuffer positionVertices = Dali::VertexBuffer::New( positionVertexFormat );
positionVertices.SetData( positionArray, numberOfVertices );
texturedQuadGeometry.AddVertexBuffer( positionVertices );