Property::Map quadVertexFormat;
quadVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat, 4 );
- quadVertices.SetData(quadVertexData);
+ PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+ quadVertices.SetData( quadVertexData, 4 );
// Create the geometry object
Geometry geometry = Geometry::New();
void CubeTransitionEffect::OnStageConnection( int depth )
{
+ Control::OnStageConnection( depth );
+
Geometry geometry = CreateQuadGeometry();
Shader shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER );
}
mCurrentRenderer = Renderer::New( geometry, material );
- mCurrentRenderer.SetDepthIndex( depth );
+ mCurrentRenderer.SetProperty( Renderer::Property::DEPTH_INDEX, depth );
Self().AddRenderer( mCurrentRenderer );
}
}
mTargetRenderer.Reset();
}
+
+ Control::OnStageDisconnection();
}
void CubeTransitionEffect::SetTransitionDuration( float duration )
Geometry geometry = mCurrentRenderer.GetGeometry();
mTargetRenderer = Renderer::New( geometry, material );
- mTargetRenderer.SetDepthIndex( mCurrentRenderer.GetDepthIndex() );
+ int depthIndex = mCurrentRenderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX);
+ mTargetRenderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, depthIndex );
for( size_t i = 0; i < mBoxes.size(); ++i )
{