// position, instead parent the shadow plane drawable on the shadow plane passed in.
mShadowPlaneBg.Add( mShadowPlane );
mShadowPlane.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
- mShadowPlane.SetZ( 1.0f );
+ mShadowPlane.SetProperty( Actor::Property::POSITION_Z, 1.0f );
ConstrainCamera();
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
mCameraActor.SetProperty( Actor::Property::ORIENTATION, Quaternion(Radian(Degree(180)), Vector3::YAXIS) );
- mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
+ mCameraActor.SetProperty( Actor::Property::POSITION, DEFAULT_LIGHT_POSITION );
// Create render targets needed for rendering from light's point of view
mSceneFromLightRenderTarget = FrameBuffer::New( stageSize.width, stageSize.height, FrameBuffer::Attachment::NONE );