void ShadowView::OnInitialize()
{
// root actor to parent all user added actors. Used as source actor for shadow render task.
- mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
+ mChildrenRoot.SetParentOrigin( ParentOrigin::CENTER );
mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
Vector2 stageSize = Stage::GetCurrent().GetSize();
Property::Map customShader;
- customShader[ "vertex-shader" ] = RENDER_SHADOW_VERTEX_SOURCE;
- customShader[ "fragment-shader" ] = RENDER_SHADOW_FRAGMENT_SOURCE;
+ customShader[ "vertexShader" ] = RENDER_SHADOW_VERTEX_SOURCE;
+ customShader[ "fragmentShader" ] = RENDER_SHADOW_FRAGMENT_SOURCE;
- customShader[ "subdivide-grid-x" ] = 20;
- customShader[ "subdivide-grid-y" ] = 20;
+ customShader[ "subdivideGridX" ] = 20;
+ customShader[ "subdivideGridY" ] = 20;
- customShader[ "hints" ] = "output-is-transparent";
+ customShader[ "hints" ] = "outputIsTransparent";
mShadowRenderShader[ "shader" ] = customShader;
mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" );
// Turn off inheritance to ensure filter renders properly
- mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
+ mBlurRootActor.SetParentOrigin( ParentOrigin::CENTER );
mBlurRootActor.SetInheritOrientation(false);
mBlurRootActor.SetInheritScale(false);
mBlurRootActor.SetColorMode(USE_OWN_COLOR);