vertices.PushBack( Vector2( x, y ) );
}
-void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchLoader::StretchRanges& stretchPixels, uint16_t imageExtent)
+void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchUtility::StretchRanges& stretchPixels, uint16_t imageExtent)
{
uint16_t prevEnd = 0;
uint16_t prevFix = 0;
uint16_t prevStretch = 0;
unsigned int i = 1;
- for( NPatchLoader::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
+ for( NPatchUtility::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
{
uint16_t start = it->GetX();
uint16_t end = it->GetY();
const NPatchLoader::Data* data;
// 0 is either no data (load failed?) or no stretch regions on image
// for both cases we use the default shader
- NPatchLoader::StretchRanges::SizeType xStretchCount = 0;
- NPatchLoader::StretchRanges::SizeType yStretchCount = 0;
+ NPatchUtility::StretchRanges::SizeType xStretchCount = 0;
+ NPatchUtility::StretchRanges::SizeType yStretchCount = 0;
auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
: FRAGMENT_SHADER;