{
}
-void GradientRenderer::DoInitialize( const Property::Map& propertyMap )
+void GradientRenderer::DoInitialize( Actor& actor, const Property::Map& propertyMap )
{
Gradient::GradientUnits gradientUnits = Gradient::OBJECT_BOUNDING_BOX;
Property::Value* unitsValue = propertyMap.Find( GRADIENT_UNITS_NAME );
//ToDo: renderer applies the offset
}
+void GradientRenderer::DoSetOnStage( Actor& actor )
+{
+ InitializeRenderer();
+}
+
void GradientRenderer::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
}
}
-void GradientRenderer::InitializeRenderer( Dali::Renderer& renderer )
+void GradientRenderer::InitializeRenderer()
{
Geometry geometry = mFactoryCache.GetGeometry( RendererFactoryCache::QUAD_GEOMETRY );
if( !geometry )
}
Material material;
- if( !renderer )
- {
- material = Material::New( shader );
- renderer = Renderer::New( geometry, material );
- }
- else
- {
- mImpl->mRenderer.SetGeometry( geometry );
- material = mImpl->mRenderer.GetMaterial();
- if( material )
- {
- material.SetShader( shader );
- }
- }
+ material = Material::New( shader );
+ mImpl->mRenderer = Renderer::New( geometry, material );
Dali::BufferImage lookupTexture = mGradient->GenerateLookupTexture();
Sampler sampler = Sampler::New();
material.AddTexture( lookupTexture, UNIFORM_TEXTULRE_NAME, sampler );
- renderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
+ mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
}
bool GradientRenderer::NewGradient(Type gradientType, const Property::Map& propertyMap)