DALI_ASSERT_ALWAYS( mBlurLevels > 0 && " Minimal blur level is one, otherwise no blur is needed" );
mGaussianBlurView.assign( blurLevels, Toolkit::GaussianBlurView() );
mBlurredImage.assign( blurLevels, FrameBufferImage() );
DALI_ASSERT_ALWAYS( mBlurLevels > 0 && " Minimal blur level is one, otherwise no blur is needed" );
mGaussianBlurView.assign( blurLevels, Toolkit::GaussianBlurView() );
mBlurredImage.assign( blurLevels, FrameBufferImage() );
- InitializeVisual( self, mRenderers[0], mInputImage );
- mRenderers[0].SetDepthIndex(0);
- SetShaderEffect( mRenderers[0] );
+ InitializeVisual( self, mVisuals[0], mInputImage );
+ mVisuals[0].SetDepthIndex(0);
+ SetShaderEffect( mVisuals[0] );
Actor self = Self();
for( unsigned int i = 1; i <= mBlurLevels; i++ )
{
float exponent = static_cast<float>(i);
mBlurredImage[i-1] = FrameBufferImage::New( mTargetSize.width/std::pow(2.f,exponent) , mTargetSize.height/std::pow(2.f,exponent),
GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT, Dali::Image::NEVER );
Actor self = Self();
for( unsigned int i = 1; i <= mBlurLevels; i++ )
{
float exponent = static_cast<float>(i);
mBlurredImage[i-1] = FrameBufferImage::New( mTargetSize.width/std::pow(2.f,exponent) , mTargetSize.height/std::pow(2.f,exponent),
GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT, Dali::Image::NEVER );
- InitializeVisual( self, mRenderers[i], mBlurredImage[i - 1] );
- mRenderers[ i ].SetDepthIndex( i );
- SetShaderEffect( mRenderers[ i ] );
+ InitializeVisual( self, mVisuals[i], mBlurredImage[i - 1] );
+ mVisuals[ i ].SetDepthIndex( i );
+ SetShaderEffect( mVisuals[ i ] );