- /*
+/*
* Copyright (c) 2015 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
);
const char* FRAGMENT_SHADER_RGBA = MAKE_SHADER(
+uniform lowp vec4 uColor;
uniform sampler2D sTexture;
varying mediump vec2 vTexCoord;
void main()
{
- gl_FragColor = texture2D( sTexture, vTexCoord );
+ gl_FragColor = texture2D( sTexture, vTexCoord ) * uColor;
}
);
}
void AtlasGlyphManager::Add( const Text::GlyphInfo& glyph,
- const BufferImage& bitmap,
+ const PixelData& bitmap,
Dali::Toolkit::AtlasManager::AtlasSlot& slot )
{
DALI_LOG_INFO( gLogFilter, Debug::General, "Added glyph, font: %d index: %d\n", glyph.fontId, glyph.index );
if ( mAtlasManager.Add( bitmap, slot ) )
{
// A new atlas was created so set the texture set details for the atlas
- Dali::Atlas atlas = mAtlasManager.GetAtlasContainer( slot.mAtlasId );
+ Dali::Texture atlas = mAtlasManager.GetAtlasContainer( slot.mAtlasId );
TextureSet textureSet = TextureSet::New();
- textureSet.SetImage( 0u, atlas );
+ textureSet.SetTexture( 0u, atlas );
mAtlasManager.SetTextures( slot.mAtlasId, textureSet );
}