{
TextureManager& textureManager = mFactoryCache.GetTextureManager();
- uint32_t opaqueElementsCount {0u};
- uint32_t transparentElementsCount {0u};
- geometry = textureManager.GetRenderGeometry(mTextureId, opaqueElementsCount, transparentElementsCount);
- if(!opaqueElementsCount && !transparentElementsCount)
+ uint32_t firstElementCount {0u};
+ uint32_t secondElementCount {0u};
+ geometry = textureManager.GetRenderGeometry(mTextureId, firstElementCount, secondElementCount);
+ if(!firstElementCount && !secondElementCount)
{
geometry = CreateGeometry( mFactoryCache, ImageDimensions( 1, 1 ) );
}
}
}
-void ImageVisual::DoSetOnStage( Actor& actor )
+void ImageVisual::DoSetOnScene( Actor& actor )
{
if( mImageUrl.IsValid() )
{
}
}
-void ImageVisual::DoSetOffStage( Actor& actor )
+void ImageVisual::DoSetOffScene( Actor& actor )
{
- // Visual::Base::SetOffStage only calls DoSetOffStage if mRenderer exists (is on onstage)
+ // Visual::Base::SetOffScene only calls DoSetOffScene if mRenderer exists (is on onstage)
// Image release is dependent on the ReleasePolicy, renderer is destroyed.
actor.RemoveRenderer( mImpl->mRenderer);
// use geometry if needed
if( loadingSuccess )
{
- uint32_t opaqueElements{0u};
- uint32_t transparentElements{0u};
- auto geometry = mFactoryCache.GetTextureManager().GetRenderGeometry(mTextureId, opaqueElements, transparentElements);
+ uint32_t firstElementCount{0u};
+ uint32_t secondElementCount{0u};
+ auto geometry = mFactoryCache.GetTextureManager().GetRenderGeometry(mTextureId, firstElementCount, secondElementCount);
if (mImpl->mRenderer && geometry)
{
mImpl->mRenderer.SetGeometry(geometry);
Dali::DevelRenderer::DrawCommand drawCommand{};
drawCommand.drawType = DevelRenderer::DrawType::INDEXED;
- if (opaqueElements)
+ if (firstElementCount)
{
drawCommand.firstIndex = 0;
- drawCommand.elementCount = opaqueElements;
- drawCommand.queue = 0;
+ drawCommand.elementCount = firstElementCount;
+ drawCommand.queue = DevelRenderer::RENDER_QUEUE_OPAQUE;
DevelRenderer::AddDrawCommand(mImpl->mRenderer, drawCommand);
}
- if (transparentElements)
+ if (secondElementCount)
{
- drawCommand.firstIndex = opaqueElements;
- drawCommand.elementCount = transparentElements;
- drawCommand.queue = 1;
+ drawCommand.firstIndex = firstElementCount;
+ drawCommand.elementCount = secondElementCount;
+ drawCommand.queue = DevelRenderer::RENDER_QUEUE_TRANSPARENT;
DevelRenderer::AddDrawCommand(mImpl->mRenderer, drawCommand);
}
}