}
}
-void Visual::Base::Initialize( Actor& actor, const Property::Map& propertyMap )
+void Visual::Base::SetProperties( const Property::Map& propertyMap )
{
Property::Value* customShaderValue = propertyMap.Find( Toolkit::Visual::Property::SHADER, CUSTOM_SHADER );
if( customShaderValue )
}
}
- DoInitialize( actor, propertyMap );
+ DoSetProperties( propertyMap );
}
void Visual::Base::SetName( const std::string& name )