#include "nanosvg/nanosvgrast.h"
#include "svg-renderer.h"
-namespace
-{
-const std::string TEXTURE_UNIFORM_NAME = "sTexture";
-}
-
namespace Dali
{
wasEmpty = mRasterizeTasks.empty();
if( !wasEmpty && task != NULL)
{
- // Remove the tasks with the same material.
- // Older task which waiting to rasterize and apply the svg to the same material is expired.
+ // Remove the tasks with the same renderer.
+ // Older task which waiting to rasterize and apply the svg to the same renderer is expired.
for( std::vector< RasterizingTaskPtr >::iterator it = mRasterizeTasks.begin(), endIt = mRasterizeTasks.end(); it != endIt; ++it )
{
if( (*it) && (*it)->GetSvgRenderer() == task->GetSvgRenderer() )