//Property names
const char * const PRIMITIVE_SHAPE( "shape" );
-const char * const SHAPE_COLOR( "shapeColor" );
+const char * const SHAPE_COLOR( "mixColor" );
const char * const SLICES( "slices" );
const char * const STACKS( "stacks" );
const char * const SCALE_TOP_RADIUS( "scaleTopRadius" );
//Read in other potential properties.
- Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::COLOR, SHAPE_COLOR );
+ Property::Value* color = propertyMap.Find( Toolkit::PrimitiveVisual::Property::MIX_COLOR, SHAPE_COLOR );
if( color && !color->Get( mColor ) )
{
DALI_LOG_ERROR( "Invalid type for color in PrimitiveVisual.\n" );
map.Clear();
map.Insert( Toolkit::Visual::Property::TYPE, Toolkit::Visual::PRIMITIVE );
map.Insert( Toolkit::PrimitiveVisual::Property::SHAPE, mPrimitiveType );
- map.Insert( Toolkit::PrimitiveVisual::Property::COLOR, mColor );
+ map.Insert( Toolkit::PrimitiveVisual::Property::MIX_COLOR, mColor );
map.Insert( Toolkit::PrimitiveVisual::Property::SLICES, mSlices );
map.Insert( Toolkit::PrimitiveVisual::Property::STACKS, mStacks );
map.Insert( Toolkit::PrimitiveVisual::Property::SCALE_TOP_RADIUS, mScaleTopRadius );
mShader.RegisterProperty( STAGE_OFFSET_UNIFORM_NAME, Vector2( width, height ) / 2.0f );
mShader.RegisterProperty( LIGHT_POSITION_UNIFORM_NAME, mLightPosition );
mShader.RegisterProperty( OBJECT_MATRIX_UNIFORM_NAME, scaleMatrix );
- mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::COLOR, COLOR_UNIFORM_NAME, mColor );
+ mShader.RegisterProperty( Toolkit::PrimitiveVisual::Property::MIX_COLOR, COLOR_UNIFORM_NAME, mColor );
mShader.RegisterProperty( OBJECT_DIMENSIONS_UNIFORM_NAME, mObjectDimensions );
}