}
float degree = isLeftSide ? 180.f :0.f;
- mPages[index].actor.SetOrientation( Degree( degree ), Vector3::YAXIS );
+ mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree( degree ), Vector3::YAXIS ) );
mPages[index].actor.SetProperty( Actor::Property::VISIBLE, false );
mPages[index].UseEffect( mSpineEffectShader, mGeometry );
mPages[index].SetTexture( newPage );
mAnimationPageIdPair.erase( animation );
float degree = mPages[index].isTurnBack ? 180.f : 0.f;
- mPages[index].actor.SetOrientation( Degree(degree), Vector3::YAXIS );
+ mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree(degree), Vector3::YAXIS ) );
mPages[index].UseEffect( mSpineEffectShader );
int id = pageId + (mPages[index].isTurnBack ? -1 : 1);
mPages[ index ].actor.RemoveConstraints();
mPages[ index ].UseEffect( mSpineEffectShader );
float degree = mTurningPageIndex==mCurrentPageIndex ? 0.f :180.f;
- mPages[index].actor.SetOrientation( Degree(degree), Vector3::YAXIS );
+ mPages[index].actor.SetProperty( Actor::Property::ORIENTATION, Quaternion( Degree(degree), Vector3::YAXIS ) );
mPageUpdated = true;
}