Vector2 stageSize = Stage::GetCurrent().GetSize();
mCameraActor = CameraActor::New(stageSize);
+
mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
// Target is constrained to point at the shadow plane origin
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
- mCameraActor.SetInvertYAxis(false);
+ mCameraActor.SetRotation(Radian(Degree(180)), Vector3::YAXIS);
mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
mShadowRenderShader = ShaderEffect::New( RENDER_SHADOW_VERTEX_SOURCE, RENDER_SHADOW_FRAGMENT_SOURCE,