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Unparents internalRoot actor when gaussian-blur-view is deactived.
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
controls
/
gaussian-blur-view
/
gaussian-blur-view-impl.cpp
diff --git
a/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp
b/dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp
index
d83ed24
..
233a79c
100644
(file)
--- a/
dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp
+++ b/
dali-toolkit/internal/controls/gaussian-blur-view/gaussian-blur-view-impl.cpp
@@
-330,7
+330,6
@@
void GaussianBlurView::OnInitialize()
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
- Self().Add( mInternalRoot );
mInternalRoot.Add( mHorizBlurActor );
mInternalRoot.Add( mVertBlurActor );
mInternalRoot.Add( mRenderDownsampledCamera );
mInternalRoot.Add( mHorizBlurActor );
mInternalRoot.Add( mVertBlurActor );
mInternalRoot.Add( mRenderDownsampledCamera );
@@
-534,6
+533,7
@@
void GaussianBlurView::RemoveRenderTasks()
void GaussianBlurView::Activate()
{
// make sure resources are allocated and start the render tasks processing
void GaussianBlurView::Activate()
{
// make sure resources are allocated and start the render tasks processing
+ Self().Add( mInternalRoot );
AllocateResources();
CreateRenderTasks();
mActivated = true;
AllocateResources();
CreateRenderTasks();
mActivated = true;
@@
-550,6
+550,7
@@
void GaussianBlurView::Deactivate()
{
// stop render tasks processing
// Note: render target resources are automatically freed since we set the Image::Unused flag
{
// stop render tasks processing
// Note: render target resources are automatically freed since we set the Image::Unused flag
+ mInternalRoot.Unparent();
RemoveRenderTasks();
mRenderTargetForRenderingChildren.Reset();
mRenderTarget1.Reset();
RemoveRenderTasks();
mRenderTargetForRenderingChildren.Reset();
mRenderTarget1.Reset();