}
else
{
- textureSet = mFactoryCache.GetAtlasManager()->Add(textureRect, url, mDesiredSize, mFittingMode, mSamplingMode );
+ textureSet = mFactoryCache.GetAtlasManager()->Add(textureRect, url, mDesiredSize, mFittingMode, true, this );
mImpl->mFlags |= Impl::IS_ATLASING_APPLIED;
if( !textureSet ) // big image, no atlasing
{
mImageUrl = imageUrl;
mImpl->mRenderer.Reset();
+ mImpl->mFlags &= ~Impl::IS_ATLASING_APPLIED;
if( !mImpl->mCustomShader &&
( strncasecmp( imageUrl.c_str(), HTTP_URL, sizeof(HTTP_URL) -1 ) != 0 ) && // ignore remote images
}
}
+void ImageVisual::UploadCompleted()
+{
+ // Resource image is loaded. If weak handle is holding a placement actor, it is the time to add the renderer to actor.
+ Actor actor = mPlacementActor.GetHandle();
+ if( actor )
+ {
+ actor.AddRenderer( mImpl->mRenderer );
+ // reset the weak handle so that the renderer only get added to actor once
+ mPlacementActor.Reset();
+ }
+}
+
void ImageVisual::DoSetOnStage( Actor& actor )
{
+ mPlacementActor = actor;
+
if( !mImageUrl.empty() )
{
InitializeRenderer( mImageUrl );
mImpl->mRenderer.RegisterProperty( PIXEL_AREA_UNIFORM_NAME, mPixelArea );
}
- actor.AddRenderer( mImpl->mRenderer );
+ if( IsSynchronousResourceLoading() || !(mImpl->mFlags & Impl::IS_ATLASING_APPLIED) )
+ {
+ actor.AddRenderer( mImpl->mRenderer );
+ mPlacementActor.Reset();
+ }
}
void ImageVisual::DoSetOffStage( Actor& actor )
actor.RemoveRenderer( mImpl->mRenderer );
mImpl->mRenderer.Reset();
}
+ mPlacementActor.Reset();
}
void ImageVisual::DoCreatePropertyMap( Property::Map& map ) const