#include <dali/devel-api/scripting/scripting.h>
#include <dali/integration-api/debug.h>
#include <dali/public-api/actors/layer.h>
+#include <dali/public-api/rendering/decorated-visual-renderer.h>
#include <cstring> // for strlen()
// INTERNAL HEADERS
{
namespace
{
-const int CUSTOM_PROPERTY_COUNT(12); // ltr, wrap, pixel area, atlas, pixalign, crop to mask, mask texture ratio + border/corner
+const int CUSTOM_PROPERTY_COUNT(7); // ltr, wrap, pixel area, atlas, pixalign, crop to mask, mask texture ratio
// fitting modes
DALI_ENUM_TO_STRING_TABLE_BEGIN(FITTING_MODE)
Shader shader = GenerateShader();
// Create the renderer
- mImpl->mRenderer = VisualRenderer::New(geometry, shader);
+ mImpl->mRenderer = DecoratedVisualRenderer::New(geometry, shader);
mImpl->mRenderer.ReserveCustomProperties(CUSTOM_PROPERTY_COUNT);
//Register transform properties
if(useStandardShader)
{
- bool requiredAlphaMaskingOnRendering = (mMaskingData && !mMaskingData->mMaskImageLoadingFailed) ? !mMaskingData->mPreappliedMasking : false;
+ bool requiredAlphaMaskingOnRendering = (mMaskingData && !mMaskingData->mMaskImageLoadingFailed) ? !mMaskingData->mPreappliedMasking : false;
// Create and cache the standard shader
shader = mImageVisualShaderFactory.GetShader(
mFactoryCache,
{
if(mMaskingData && !mMaskingData->mPreappliedMasking)
{
- bool maskLoadFailed = true;
- TextureSet textures = mImpl->mRenderer.GetTextures();
+ bool maskLoadFailed = true;
+ TextureSet textures = mImpl->mRenderer.GetTextures();
if(textures && textures.GetTextureCount() >= TEXTURE_COUNT_FOR_GPU_ALPHA_MASK)
{
if(mMaskingData->mCropToMask)