#include <dali/public-api/images/resource-image.h>
#include <dali/public-api/images/native-image.h>
#include <dali/devel-api/images/texture-set-image.h>
-#include <dali/devel-api/adaptor-framework/bitmap-loader.h>
#include <dali/devel-api/adaptor-framework/image-loading.h>
#include <dali/devel-api/scripting/enum-helper.h>
#include <dali/devel-api/scripting/scripting.h>
{
bool atlasing = false;
mAttemptAtlasing = value.Get( atlasing );
+ break;
}
case Toolkit::DevelImageVisual::Property::ALPHA_MASK_URL:
{
mAlphaMaskUrl = VisualUrl( alphaUrl );
}
+ break;
}
}
}
}
}
- shader.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_ON ); // Set default to align
+ // Set pixel align off as default.
+ // ToDo: Pixel align causes issues such as rattling image animation.
+ // We should trun it off until issues are resolved
+ shader.RegisterProperty( PIXEL_ALIGNED_UNIFORM_NAME, PIXEL_ALIGN_OFF );
mImpl->mRenderer = Renderer::New( geometry, shader );
if( textureSet )
{
if( mImageUrl.IsValid() )
{
- BitmapLoader loader = BitmapLoader::New( mImageUrl.GetUrl(), mDesiredSize, mFittingMode, mSamplingMode );
- loader.Load();
- mPixels = loader.GetPixelData();
+ Devel::PixelBuffer pixelBuffer = LoadImageFromFile( mImageUrl.GetUrl(), mDesiredSize, mFittingMode, mSamplingMode );
+
+ if( pixelBuffer )
+ {
+ mPixels = Devel::PixelBuffer::Convert(pixelBuffer); // takes ownership of buffer
+ }
mTextureLoading = false;
}
}
}
// From Texture Manager
-void ImageVisual::UploadComplete( bool loadingSuccess, TextureSet textureSet, bool usingAtlas, const Vector4& atlasRectangle )
+void ImageVisual::UploadComplete( bool loadingSuccess, int32_t textureId, TextureSet textureSet, bool usingAtlas, const Vector4& atlasRectangle )
{
Actor actor = mPlacementActor.GetHandle();
if( actor )