mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
// create internal offscreen for result of horizontal pass
- mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::Unused );
+ mImageForHorz = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED );
// create an actor to render mImageForHorz for vertical blur pass
mActorForHorz = ImageActor::New( mImageForHorz );
mActorForHorz.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
// create internal offscreen for result of the two pass blurred image
- mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::Unused );
+ mBlurredImage = FrameBufferImage::New( mTargetSize.width, mTargetSize.height, mPixelFormat, Image::UNUSED);
// create an actor to blend the blurred image and the input image with the given blur strength
mActorForBlending = ImageActor::New( mBlurredImage );
}
}
-Constrainable BlurTwoPassFilter::GetHandleForAnimateBlurStrength()
+Handle BlurTwoPassFilter::GetHandleForAnimateBlurStrength()
{
return mShaderForBlending;
}
mCameraForBlur.SetNearClippingPlane(1.0f);
mCameraForBlur.SetAspectRatio(mTargetSize.width / mTargetSize.height);
mCameraForBlur.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor
- mCameraForBlur.SetRotation(Quaternion(M_PI, Vector3::YAXIS));
mCameraForBlur.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f)));
}