// uniform names
const char * const UNIFORM_ALIGNMENT_MATRIX_NAME( "uAlignmentMatrix" );
-const char * const UNIFORM_TEXTULRE_NAME("sTexture");
// default offset value
const unsigned int DEFAULT_OFFSET_MINIMUM = 0.0f;
mFactoryCache.SaveShader( shaderType, shader );
}
- Material material;
- material = Material::New( shader );
- mImpl->mRenderer = Renderer::New( geometry, material );
-
+ //Set up the texture set
+ TextureSet textureSet = TextureSet::New();
Dali::BufferImage lookupTexture = mGradient->GenerateLookupTexture();
- Sampler sampler = Sampler::New();
+ textureSet.SetImage( 0u, lookupTexture );
Dali::WrapMode::Type wrap = GetWrapMode( mGradient->GetSpreadMethod() );
+ Sampler sampler = Sampler::New();
sampler.SetWrapMode( wrap, wrap );
+ textureSet.SetSampler( 0u, sampler );
- material.AddTexture( lookupTexture, UNIFORM_TEXTULRE_NAME, sampler );
+ mImpl->mRenderer = Renderer::New( geometry, shader );
+ mImpl->mRenderer.SetTextures( textureSet );
mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
}