{
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 );
+ GAUSSIAN_BLUR_RENDER_TARGET_PIXEL_FORMAT );
InitializeVisual( self, mVisuals[i], mBlurredImage[i - 1] );
mVisuals[ i ].SetDepthIndex( i );
SetShaderEffect( mVisuals[ i ] );