for( size_t i=0;i<NUM_LAYERS;i++ )
{
size_t j=i*4;
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::Property::Position ),
+ mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+2, AnimatableVertex::Property::POSITION ),
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
- mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::Property::Position),
+ mesh.ApplyConstraint( Constraint::New<Vector3>( mesh.GetPropertyIndex(j+3, AnimatableVertex::Property::POSITION),
Source(meshActor, bouncePropertyIndex),
VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) ) );
}