// create actor to render input with applied emboss effect
mActorForInput = Actor::New();
- mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
+ mActorForInput.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mActorForInput.SetSize( mTargetSize );
Renderer rendererForInput = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
SetRendererTexture( rendererForInput, mInputTexture );
// create an actor to render mImageForHorz for vertical blur pass
mActorForHorz = Actor::New();
- mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
+ mActorForHorz.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mActorForHorz.SetSize( mTargetSize );
Renderer rendererForHorz = CreateRenderer( BASIC_VERTEX_SOURCE, fragmentSource.c_str() );
SetRendererTexture( rendererForHorz, textureForHorz );
textureSetForBlending.SetTexture( 0u, blurredTexture );
textureSetForBlending.SetTexture( 1u, mInputTexture );
mActorForBlending.AddRenderer( rendererForBlending );
- mActorForBlending.SetParentOrigin( ParentOrigin::CENTER );
+ mActorForBlending.SetProperty( Actor::Property::PARENT_ORIGIN, ParentOrigin::CENTER );
mActorForBlending.SetSize( mTargetSize );
for( int i = 0; i < kernelSize; ++i )