}
renderer.SetTextures( textureSet );
+ renderer.SetProperty( Renderer::Property::DEPTH_WRITE_MODE, Renderer::DEPTH_WRITE_ON );
actor.AddRenderer( renderer );
}
}
uint16_t width = static_cast<uint16_t>(mPageSize.width / DEFAULT_GRID_DENSITY + 0.5f);
uint16_t height = static_cast<uint16_t>(mPageSize.height / DEFAULT_GRID_DENSITY + 0.5f);
mGeometry = RendererFactoryCache::CreateGridGeometry( Uint16Pair( width, height ) );
- mGeometry.SetRequiresDepthTesting( true );
mPages.reserve( NUMBER_OF_CACHED_PAGES );
for( int i = 0; i < NUMBER_OF_CACHED_PAGES; i++ )