- mVisuals[i] = Toolkit::VisualFactory::Get().CreateVisual( mBlurredImage[i - 1] );
- RegisterVisual( i, mVisuals[i] ); // Will clean up existing visual with same index.
- mVisuals[i].SetDepthIndex( i );
- SetShaderEffect( mVisuals[i] );
+ unsigned int width = mTargetSize.width/std::pow(2.f,exponent);
+ unsigned int height = mTargetSize.height/std::pow(2.f,exponent);
+
+ mBlurredImage[i-1] = FrameBuffer::New( width, height, FrameBuffer::Attachment::NONE );
+ Texture texture = Texture::New( TextureType::TEXTURE_2D, GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT, unsigned(width), unsigned(height) );
+ mBlurredImage[i-1].AttachColorTexture( texture );