+ ImageVisualShaderFactory& mImageVisualShaderFactory;
+ Vector4 mAtlasRect;
+ VisualUrl mImageUrl;
+#ifdef NO_THORVG
+ NSVGimage* mParsedImage;
+#else /* NO_THORVG */
+ VectorImageRenderer mVectorRenderer;
+ uint32_t mDefaultWidth;
+ uint32_t mDefaultHeight;
+ bool mLoaded;
+ bool mLocalResource;
+#endif /* NO_THORVG */
+ WeakHandle<Actor> mPlacementActor;
+ Vector2 mVisualSize;
+ bool mAttemptAtlasing; ///< If true will attempt atlasing, otherwise create unique texture