namespace
{
const char * const RENDERER_TYPE("rendererType");
-const char * const RENDERER_TYPE_VALUE("borderRenderer");
+const char * const RENDERER_TYPE_VALUE("border");
const char * const COLOR_NAME("borderColor");
const char * const SIZE_NAME("borderSize");
mBorderColorIndex = (mImpl->mRenderer).RegisterProperty( COLOR_NAME, mBorderColor );
if( mBorderColor.a < 1.f || mAntiAliasing)
{
- (mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON );
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::ON );
}
mBorderSizeIndex = (mImpl->mRenderer).RegisterProperty( SIZE_NAME, mBorderSize );
}
mFactoryCache.SaveGeometry( RendererFactoryCache::BORDER_GEOMETRY, geometry );
}
- Material material = Material::New( GetBorderShader() );
- mImpl->mRenderer = Renderer::New( geometry, material );
+
+ Shader shader = GetBorderShader();
+ mImpl->mRenderer = Renderer::New( geometry, shader );
+
}
void BorderRenderer::SetBorderColor(const Vector4& color)
(mImpl->mRenderer).SetProperty( mBorderColorIndex, color );
if( color.a < 1.f )
{
- (mImpl->mRenderer).GetMaterial().SetBlendMode( BlendingMode::ON );
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::ON );
}
}
}
mAntiAliasing = antiAliasing;
if( mImpl->mRenderer )
{
- Material material = mImpl->mRenderer.GetMaterial();
- Shader shader = GetBorderShader();
- material.SetShader( shader );
+ Shader borderShader( GetBorderShader() );
+ mImpl->mRenderer.SetShader( borderShader );
if( mAntiAliasing )
{
- material.SetBlendMode( BlendingMode::ON );
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLENDING_MODE, BlendingMode::ON );
}
}
}
Property::Map borderVertexFormat;
borderVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
borderVertexFormat[DRIFT_ATTRIBUTE_NAME] = Property::VECTOR2;
- PropertyBuffer borderVertices = PropertyBuffer::New( borderVertexFormat, 16 );
- borderVertices.SetData(borderVertexData);
+ PropertyBuffer borderVertices = PropertyBuffer::New( borderVertexFormat );
+ borderVertices.SetData( borderVertexData, 16 );
// Create indices
unsigned int indexData[24] = { 1,5,2,6,3,7,7,6,11,10,15,14,14,10,13,9,12,8,8,9,4,5,0,1};
Property::Map indexFormat;
indexFormat[INDEX_NAME] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat, 24 );
- indices.SetData(indexData);
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat );
+ indices.SetData( indexData, 24 );
// Create the geometry object
Geometry geometry = Geometry::New();