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