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Fixes Drop Shadow Frustum Culling.
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
text
/
rendering
/
atlas
/
text-atlas-renderer.cpp
diff --git
a/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp
b/dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp
index
5af8695
..
b1724d0
100644
(file)
--- a/
dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp
+++ b/
dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp
@@
-157,7
+157,7
@@
struct AtlasRenderer::Impl : public ConnectionTracker
mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
mQuadIndexFormat[ "indices" ] = Property::UNSIGNED_INTEGER;
mShader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
- mShadowShader = Shader::New( VERTEX_SHADER_SHADOW, FRAGMENT_SHADER_SHADOW );
+ mShadowShader = Shader::New( VERTEX_SHADER_SHADOW, FRAGMENT_SHADER_SHADOW
, Dali::Shader::HINT_MODIFIES_GEOMETRY
);
}
void AddGlyphs( const std::vector<Vector2>& positions,
}
void AddGlyphs( const std::vector<Vector2>& positions,
@@
-667,7
+667,7
@@
struct AtlasRenderer::Impl : public ConnectionTracker
material.AddSampler( sampler );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
material.AddSampler( sampler );
Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
- renderer.SetDepthIndex(
1.0f
);
+ renderer.SetDepthIndex(
-1
);
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );
Actor actor = Actor::New();
actor.AddRenderer( renderer );
actor.SetSize( 1.0f, 1.0f );