// Bouncing effect is presented by stacked three layers with same color and opacity
const size_t NUM_LAYERS( 3 );
const Vector3 LAYER_HEIGHTS( 1.f, 27.f/42.f, 13.f/42.f);
-
+/*
// use the actor color to paint every layer
const char* MESH_FRAGMENT_SHADER =
"void main()\n"
"{\n"
" gl_FragColor = uColor;\n"
"}\n";
-
+*/
// Constraint to move the vertices vertically
struct VertexPositionConstraint
{
Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex )
{
+ Actor meshActor;
+/*
Dali::AnimatableMesh mesh;
Dali::MeshActor meshActor;
constraint = Constraint::New<Vector3>( mesh, mesh.GetPropertyIndex(j+3, AnimatableVertex::Property::POSITION), VertexPositionConstraint(-0.5f, LAYER_HEIGHTS[i]) );
constraint.AddSource( Source(meshActor, bouncePropertyIndex) );
constraint.Apply();
- }
+ }*/
return meshActor;
}