void main()\n
{\n
- mediump vec4 vertexPosition = uMvpMatrix *ComputeVertexPosition();\n
+ mediump vec4 vertexPosition = uMvpMatrix * ComputeVertexPosition();\n
vTexCoord = pixelArea.xy+pixelArea.zw*(aPosition + vec2(0.5) );\n
gl_Position = vertexPosition;\n
}\n
desiredHeightValue->Get( desiredHeight );
}
+ mDesiredSize = ImageDimensions( desiredWidth, desiredHeight );
+
Property::Value* pixelAreaValue = propertyMap.Find( Toolkit::ImageVisual::Property::PIXEL_AREA, PIXEL_AREA_UNIFORM_NAME );
if( pixelAreaValue )
{
mWrapModeV = Dali::WrapMode::Type( value );
}
- mDesiredSize = ImageDimensions( desiredWidth, desiredHeight );
-
Property::Value* syncLoading = propertyMap.Find( Toolkit::ImageVisual::Property::SYNCHRONOUS_LOADING, SYNCHRONOUS_LOADING );
if( syncLoading )
{
void ImageVisual::InitializeRenderer( const std::string& imageUrl )
{
- mImpl->mRenderer.Reset();
+ DALI_ASSERT_DEBUG( !mImpl->mRenderer && "Renderer should have been removed from stage and already reset before initialization" );
mImageUrl = imageUrl;
mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
void ImageVisual::InitializeRenderer( const Image& image )
{
+ DALI_ASSERT_DEBUG( !mImpl->mRenderer && "Renderer should have been removed from stage and already reset before initialization" );
+
mImpl->mFlags &= ~Impl::IS_FROM_CACHE;
- mImpl->mRenderer.Reset();
// don't reuse CreateTextureSet
TextureSet textures = TextureSet::New();
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_CLAMP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_DEFAULT_WRAP, shader );
}
}
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_ATLAS_VARIOUS_WRAP );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER_ATLAS_CUSTOM_WRAP, shader );
}
}
if( !shader )
{
shader = Shader::New( VERTEX_SHADER, FRAGMENT_SHADER_NO_ATLAS );
+ shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
factoryCache.SaveShader( VisualFactoryCache::IMAGE_SHADER, shader );
}
}
- shader.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, FULL_TEXTURE_RECT );
+
return shader;
}