Rendering API clean-up
[platform/core/uifw/dali-toolkit.git] / dali-toolkit / internal / controls / scrollable / bouncing-effect-actor.cpp
index 9969f77..91e556f 100644 (file)
@@ -23,7 +23,7 @@
 #include <dali/public-api/object/property-map.h>
 #include <dali/devel-api/object/property-buffer.h>
 #include <dali/devel-api/rendering/geometry.h>
-#include <dali/devel-api/rendering/material.h>
+#include <dali/devel-api/rendering/texture-set.h>
 #include <dali/devel-api/rendering/renderer.h>
 #include <dali/devel-api/rendering/shader.h>
 
@@ -114,25 +114,24 @@ Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
   Property::Map vertexFormat;
   vertexFormat["aPosition1"] = Property::VECTOR3;
   vertexFormat["aPosition2"] = Property::VECTOR3;
-  PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 20u );
-  vertices.SetData( vertexData );
+  PropertyBuffer vertices = PropertyBuffer::New( vertexFormat );
+  vertices.SetData( vertexData, 20u );
 
   unsigned int indexData[30] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11,12,15,13,12,14,15,16,19,17,16,18,19};
   Property::Map indexFormat;
   indexFormat["indices"] = Property::INTEGER;
-  PropertyBuffer indices = PropertyBuffer::New( indexFormat, 30u );
-  indices.SetData( indexData );
+  PropertyBuffer indices = PropertyBuffer::New( indexFormat );
+  indices.SetData( indexData, 30u );
 
   Geometry meshGeometry = Geometry::New();
   meshGeometry.AddVertexBuffer( vertices );
   meshGeometry.SetIndexBuffer( indices );
 
-  // Create material
+  // Create the shader
   Shader shader = Shader::New( MESH_VERTEX_SHADER, MESH_FRAGMENT_SHADER );
-  Material material = Material::New( shader );
 
   // Create renderer
-  Renderer renderer = Renderer::New( meshGeometry, material );
+  Renderer renderer = Renderer::New( meshGeometry, shader );
 
   // Create actor
   Actor meshActor= Actor::New();