varying mediump vec2 vTexCoord;\n
varying mediump vec2 vMaskTexCoord;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump vec2 uNinePatchFactorsX[ FACTOR_SIZE_X ];\n
uniform mediump vec2 uNinePatchFactorsY[ FACTOR_SIZE_Y ];\n
\n
// Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
varying mediump vec2 vTexCoord;\n
varying mediump vec2 vMaskTexCoord;\n
uniform highp mat4 uMvpMatrix;\n
- uniform mediump vec3 uSize;\n
+ uniform highp vec3 uSize;\n
uniform mediump vec2 uFixed[ 3 ];\n
uniform mediump vec2 uStretchTotal;\n
\n
//Visual size and offset
uniform mediump vec2 offset;\n
- uniform mediump vec2 size;\n
+ uniform highp vec2 size;\n
uniform mediump vec4 offsetSizeMode;\n
uniform mediump vec2 origin;\n
uniform mediump vec2 anchorPoint;\n
}
else
{
+ Devel::PixelBuffer loadedPixelBuffer;
if( loadSuccess )
{
- mLoader.SetNPatchData( mId, pixelBuffer );
+ loadedPixelBuffer = pixelBuffer;
EnablePreMultipliedAlpha( preMultiplied );
}
+ else
+ {
+ loadedPixelBuffer = LoadImageFromFile( mFactoryCache.GetTextureManager().GetBrokenImageUrl() );
+ }
+ mLoader.SetNPatchData( loadSuccess, mId, loadedPixelBuffer, url, preMultiplied );
if( mAuxiliaryPixelBuffer || !mAuxiliaryUrl.IsValid() )
{