namespace
{
const char * const RENDERER_TYPE("rendererType");
-const char * const RENDERER_TYPE_VALUE("debugRenderer");
+const char * const RENDERER_TYPE_VALUE("debug");
const char * const POSITION_ATTRIBUTE_NAME("aPosition");
const char * const INDEX_NAME("indices");
{
Geometry geometry = CreateQuadWireframeGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- Material material = Material::New( shader );
- mImpl->mRenderer = Renderer::New( geometry,
- material );
+
+ mImpl->mRenderer = Renderer::New( geometry, shader);
mFactoryCache.CacheDebugRenderer( mImpl->mRenderer );
}
}
Property::Map quadVertexFormat;
quadVertexFormat[POSITION_ATTRIBUTE_NAME] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat, 4 );
- quadVertices.SetData(quadVertexData);
+ PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+ quadVertices.SetData( quadVertexData, 4 );
// Create indices
unsigned int indexData[10] = { 0, 1, 1, 2, 2, 3, 3, 0 };
Property::Map indexFormat;
indexFormat[INDEX_NAME] = Property::INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( indexFormat, sizeof(indexData)/sizeof(indexData[0]) );
- indices.SetData(indexData);
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat );
+ indices.SetData( indexData, sizeof(indexData)/sizeof(indexData[0]) );
// Create the geometry object
Geometry geometry = Geometry::New();