mDepth = depth;
const Vector2& actorSize( view.GetControlSize() );
- const Vector2& textSize( view.GetActualSize() );
+ const Vector2& textSize( view.GetLayoutSize() );
const Vector2 halfTextSize( textSize * 0.5f );
const Vector2& shadowOffset( view.GetShadowOffset() );
const Vector4& shadowColor( view.GetShadowColor() );
quadGeometry.AddVertexBuffer( quadVertices );
quadGeometry.SetIndexBuffer( quadIndices );
- Material material = mGlyphManager.GetMaterial( meshRecord.mAtlasId );
- Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
+ TextureSet textureSet( mGlyphManager.GetTextures( meshRecord.mAtlasId ) );
+ Shader shader( mGlyphManager.GetShader( meshRecord.mAtlasId ) );
+ Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, shader );
+ renderer.SetTextures( textureSet );
renderer.SetProperty( Dali::Renderer::Property::BLENDING_MODE, BlendingMode::ON );
renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth );
Actor actor = Actor::New();