#include <cstring> // for strlen()
#include <dali/public-api/actors/layer.h>
#include <dali/public-api/common/stage.h>
-#include <dali/devel-api/images/texture-set-image.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>
}
else
{
- Image brokenImage = mFactoryCache.GetBrokenVisualImage();
+ Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
naturalSize.x = brokenImage.GetWidth();
naturalSize.y = brokenImage.GetWidth();
mPlacementActor.Reset();
}
- if( loadingSuccess )
+ if( !loadingSuccess )
{
- Sampler sampler = Sampler::New();
- sampler.SetWrapMode( mWrapModeU, mWrapModeV );
- textureSet.SetSampler( 0u, sampler );
- mImpl->mRenderer.SetTextures(textureSet);
- }
- else
- {
- Image brokenImage = mFactoryCache.GetBrokenVisualImage();
+ Texture brokenImage = mFactoryCache.GetBrokenVisualImage();
textureSet = TextureSet::New();
+ textureSet.SetTexture(0u, brokenImage);
mImpl->mRenderer.SetTextures( textureSet );
- TextureSetImage( textureSet, 0u, brokenImage );
- Sampler sampler = Sampler::New();
- sampler.SetWrapMode( mWrapModeU, mWrapModeV );
- textureSet.SetSampler( 0u, sampler );
}
+
+ Sampler sampler = Sampler::New();
+ sampler.SetWrapMode( mWrapModeU, mWrapModeV );
+ textureSet.SetSampler( 0u, sampler );
+ mImpl->mRenderer.SetTextures(textureSet);
+
}
// Storing TextureSet needed when renderer staged.