Constraint constraint = Constraint::New<float>(renderer, index, ActorOpacityConstraint(mBlurLevels, i - 1));
constraint.AddSource(Source(self, mBlurStrengthPropertyIndex));
constraint.Apply();
Constraint constraint = Constraint::New<float>(renderer, index, ActorOpacityConstraint(mBlurLevels, i - 1));
constraint.AddSource(Source(self, mBlurStrengthPropertyIndex));
constraint.Apply();