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,
Actor CreateMeshActor( const MeshRecord& meshRecord )
{
- PropertyBuffer quadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() );
- PropertyBuffer quadIndices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
+ PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, meshRecord.mMesh.mVertices.Size() );
+ PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
quadVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &meshRecord.mMesh.mVertices[ 0 ] ) );
quadIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) );
// We will render a quad into this buffer
unsigned int indices[ 6 ] = { 1, 0, 2, 2, 3, 1 };
- PropertyBuffer quadVertices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadVertexFormat, 4u );
- PropertyBuffer quadIndices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadIndexFormat, sizeof(indices)/sizeof(indices[0]) );
+ PropertyBuffer quadVertices = PropertyBuffer::New( mQuadVertexFormat, 4u );
+ PropertyBuffer quadIndices = PropertyBuffer::New( mQuadIndexFormat, sizeof(indices)/sizeof(indices[0]) );
AtlasManager::Vertex2D vertices[ 4 ] = {
{ Vector2( tlx + shadowOffset.x, tly + shadowOffset.y ), Vector2( ZERO, ZERO ) },
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 );
normVertexList.PushBack( vertex );
}
- PropertyBuffer normVertices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadVertexFormat, normVertexList.Size() );
- PropertyBuffer normIndices = PropertyBuffer::New( PropertyBuffer::STATIC, mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
+ PropertyBuffer normVertices = PropertyBuffer::New( mQuadVertexFormat, normVertexList.Size() );
+ PropertyBuffer normIndices = PropertyBuffer::New( mQuadIndexFormat, meshRecord.mMesh.mIndices.Size() );
normVertices.SetData( const_cast< AtlasManager::Vertex2D* >( &normVertexList[ 0 ] ) );
normIndices.SetData( const_cast< unsigned int* >( &meshRecord.mMesh.mIndices[ 0 ] ) );