-
- Renderer renderer = self.GetRendererAt( i );
- Property::Index index = renderer.RegisterProperty( ALPHA_UNIFORM_NAME, 0.f );
- Constraint constraint = Constraint::New<float>( renderer, index, ActorOpacityConstraint(mBlurLevels, i-1) );
- constraint.AddSource( Source( self, mBlurStrengthPropertyIndex ) );
- constraint.Apply();
- }
-}
-
-void SuperBlurView::OnStageDisconnection( )
-{
- if( mTargetSize == Vector2::ZERO )
- {
- return;