vertices.PushBack( meshVertex );
}
-void AddTriangle( Vector<unsigned int>& indices, unsigned int v0, unsigned int v1, unsigned int v2 )
+void AddTriangle( Vector<unsigned short>& indices, unsigned int v0, unsigned int v1, unsigned int v2 )
{
indices.PushBack( v0 );
indices.PushBack( v1 );
VectorBlobAtlas& atlas,
Dali::TextAbstraction::FontClient& fontClient,
Vector< Vertex2D >& vertices,
- Vector< unsigned int >& indices,
+ Vector< unsigned short >& indices,
const Vector4* const colorsBuffer,
const ColorIndex* const colorIndicesBuffer,
const Vector4& defaultColor )
mQuadVertexFormat[ "aPosition" ] = Property::VECTOR2;
mQuadVertexFormat[ "aTexCoord" ] = Property::VECTOR2;
mQuadVertexFormat[ "aColor" ] = Property::VECTOR4;
- mQuadIndexFormat[ "indices" ] = Property::INTEGER;
}
Actor mActor; ///< The actor parent which renders the text
TextAbstraction::FontClient mFontClient; ///> The font client used to supply glyph information
Property::Map mQuadVertexFormat; ///> Describes the vertex format for text
- Property::Map mQuadIndexFormat; ///> Describes the index format for text
Shader mShaderEffect;
const Vector4& defaultColor = view.GetTextColor();
Vector< Vertex2D > vertices;
- Vector< unsigned int > indices;
+ Vector< unsigned short > indices;
const Vector2& controlSize = view.GetControlSize();
float xOffset = controlSize.width * -0.5f;
if( 0 != vertices.Count() )
{
PropertyBuffer quadVertices = PropertyBuffer::New( mImpl->mQuadVertexFormat );
- PropertyBuffer quadIndices = PropertyBuffer::New( mImpl->mQuadIndexFormat );
quadVertices.SetData( &vertices[ 0 ], vertices.Size() );
- quadIndices.SetData( &indices[ 0 ], indices.Size() );
+
Geometry quadGeometry = Geometry::New();
quadGeometry.AddVertexBuffer( quadVertices );
- quadGeometry.SetIndexBuffer( quadIndices );
+ quadGeometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );
TextureSet texture = mImpl->mAtlas->GetTextureSet();