// 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.SetOrientation(Radian(Degree(180)), Vector3::YAXIS);
+ mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) );
mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
// Create render targets needed for rendering from light's point of view
mBlurRootActor.SetProperty( Actor::Property::INHERIT_POSITION, false );
mBlurRootActor.SetProperty( Actor::Property::INHERIT_ORIENTATION, false );
mBlurRootActor.SetProperty( Actor::Property::INHERIT_SCALE, false );
- mBlurRootActor.SetColorMode( USE_OWN_COLOR );
+ mBlurRootActor.SetProperty( Actor::Property::COLOR_MODE, USE_OWN_COLOR );
Self().Add( mBlurRootActor );