Property::Map quadVertexFormat;
quadVertexFormat["aPosition"] = Property::VECTOR2;
- PropertyBuffer quadVertices = PropertyBuffer::New( quadVertexFormat );
+ VertexBuffer quadVertices = VertexBuffer::New( quadVertexFormat );
quadVertices.SetData( quadVertexData, 4 );
// Create the geometry object
{
if( !mSvgRasterizeThread )
{
- mSvgRasterizeThread = new SvgRasterizeThread( new EventThreadCallback( MakeCallback( this, &VisualFactoryCache::ApplyRasterizedSVGToSampler ) ) );
+ mSvgRasterizeThread = new SvgRasterizeThread();
mSvgRasterizeThread->Start();
}
return mSvgRasterizeThread;
return *mVectorAnimationManager;
}
-void VisualFactoryCache::ApplyRasterizedSVGToSampler()
-{
- while( RasterizingTaskPtr task = mSvgRasterizeThread->NextCompletedTask() )
- {
- task->GetSvgVisual()->ApplyRasterizedImage( task->GetParsedImage(), task->GetPixelData() );
- }
-}
-
Geometry VisualFactoryCache::CreateGridGeometry( Uint16Pair gridSize )
{
uint16_t gridWidth = gridSize.GetWidth();
Property::Map vertexFormat;
vertexFormat[ "aPosition" ] = Property::VECTOR2;
- PropertyBuffer vertexPropertyBuffer = PropertyBuffer::New( vertexFormat );
+ VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
if( vertices.Size() > 0 )
{
- vertexPropertyBuffer.SetData( &vertices[ 0 ], vertices.Size() );
+ vertexBuffer.SetData( &vertices[ 0 ], vertices.Size() );
}
Property::Map indexFormat;
indexFormat[ "indices" ] = Property::INTEGER;
- PropertyBuffer indexPropertyBuffer = PropertyBuffer::New( indexFormat );
+ VertexBuffer indexVertexBuffer = VertexBuffer::New( indexFormat );
// Create the geometry object
Geometry geometry = Geometry::New();
- geometry.AddVertexBuffer( vertexPropertyBuffer );
+ geometry.AddVertexBuffer( vertexBuffer );
if( indices.Size() > 0 )
{
geometry.SetIndexBuffer( &indices[ 0 ], indices.Size() );