GLOSS_INDEX = 2u
};
-const char * const RENDERER_TYPE_VALUE( "mesh" ); //String label for which type of control renderer this is.
const char * const LIGHT_POSITION( "uLightPosition" ); //Shader property
const char * const OBJECT_MATRIX( "uObjectMatrix" ); //Shader property
void MeshRenderer::DoCreatePropertyMap( Property::Map& map ) const
{
map.Clear();
- map.Insert( RENDERER_TYPE, RENDERER_TYPE_VALUE );
+ map.Insert( RENDERER_TYPE, MESH_RENDERER );
map.Insert( OBJECT_URL, mObjectUrl );
map.Insert( MATERIAL_URL, mMaterialUrl );
map.Insert( TEXTURES_PATH, mTexturesPath );