Property::Map vertexFormat;
vertexFormat["aPosition1"] = Property::VECTOR3;
vertexFormat["aPosition2"] = Property::VECTOR3;
- PropertyBuffer vertices = PropertyBuffer::New( PropertyBuffer::STATIC, vertexFormat, 12u );
+ PropertyBuffer vertices = PropertyBuffer::New( vertexFormat, 12u );
vertices.SetData( vertexData );
unsigned int indexData[18] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11 };
Property::Map indexFormat;
indexFormat["indices"] = Property::UNSIGNED_INTEGER;
- PropertyBuffer indices = PropertyBuffer::New( PropertyBuffer::STATIC, indexFormat, 18u );
+ PropertyBuffer indices = PropertyBuffer::New( indexFormat, 18u );
indices.SetData( indexData );
Geometry meshGeometry = Geometry::New();
meshActor.AddRenderer( renderer );
// Register property
- bouncePropertyIndex = meshActor.RegisterProperty("bounce-coefficient", 0.f);
- meshActor.AddUniformMapping( bouncePropertyIndex, "uBounceCoefficient" );
+ bouncePropertyIndex = meshActor.RegisterProperty("uBounceCoefficient", 0.f);
return meshActor;
}