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[Tizen] Prevent using an empty textureset
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
text
/
text-scroller.cpp
diff --git
a/dali-toolkit/internal/text/text-scroller.cpp
b/dali-toolkit/internal/text/text-scroller.cpp
index
fab9327
..
ed3b0c0
100644
(file)
--- a/
dali-toolkit/internal/text/text-scroller.cpp
+++ b/
dali-toolkit/internal/text/text-scroller.cpp
@@
-1,5
+1,5
@@
/*
/*
- * Copyright (c) 201
7
Samsung Electronics Co., Ltd.
+ * Copyright (c) 201
8
Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@@
-80,13
+80,6
@@
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
uniform sampler2D sTexture;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
uniform sampler2D sTexture;\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
- uniform lowp float preMultipliedAlpha;\n
- \n
- lowp vec4 visualMixColor()\n
- {\n
- return vec4( mixColor * mix( 1.0, opacity, preMultipliedAlpha ), opacity );\n
- }\n
\n
void main()\n
{\n
\n
void main()\n
{\n
@@
-94,9
+87,8
@@
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(
discard;\n
\n
mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
discard;\n
\n
mediump vec4 textTexture = texture2D( sTexture, vTexCoord );\n
- textTexture.rgb *= mix( 1.0, textTexture.a, preMultipliedAlpha );\n
\n
\n
- gl_FragColor = textTexture * uColor * v
isualMixColor(
);
+ gl_FragColor = textTexture * uColor * v
ec4( mixColor, 1.0
);
}\n
);
}\n
);
@@
-282,7
+274,11
@@
void TextScroller::SetParameters( Actor scrollingTextActor, Renderer renderer, T
// Reset to the original shader and texture before scrolling
mRenderer.SetShader(mShader);
// Reset to the original shader and texture before scrolling
mRenderer.SetShader(mShader);
- mRenderer.SetTextures( mTextureSet );
+
+ if( mTextureSet )
+ {
+ mRenderer.SetTextures( mTextureSet );
+ }
}
mShader = mRenderer.GetShader();
}
mShader = mRenderer.GetShader();