{
bool defaultWrapMode = mWrapModeU <= WrapMode::CLAMP_TO_EDGE && mWrapModeV <= WrapMode::CLAMP_TO_EDGE;
bool atlasing = false;
- Shader shader = mImageVisualShaderFactory.GetShader( mFactoryCache, atlasing, defaultWrapMode );
+ Shader shader = mImageVisualShaderFactory.GetShader( mFactoryCache, atlasing, defaultWrapMode, IsRoundedCornerRequired() );
Geometry geometry = mFactoryCache.GetGeometry( VisualFactoryCache::QUAD_GEOMETRY );
// Wrap the frame index
++mCurrentFrameIndex;
- if( mLoopCount < 0 || mCurrentLoopIndex <= mLoopCount)
+ if( mLoopCount < 0 || mCurrentLoopIndex < mLoopCount)
{
mCurrentFrameIndex %= mFrameCount;
if( mCurrentFrameIndex == 0 )