const char* VERTEX_SHADER = DALI_COMPOSE_SHADER(
attribute mediump vec2 aPosition;\n
-uniform mediump mat4 uMvpMatrix;\n
+uniform highp mat4 uMvpMatrix;\n
uniform mediump vec3 uSize;\n
\n
const char* FRAGMENT_SHADER = DALI_COMPOSE_SHADER(\n
uniform lowp vec4 uColor;\n
uniform lowp vec3 mixColor;\n
- uniform lowp float opacity;\n
\n
void main()\n
{\n
- gl_FragColor = uColor * vec4( mixColor, opacity );\n
+ gl_FragColor = uColor * vec4( mixColor, 1.0 );\n
}\n
);
}
WireframeVisual::WireframeVisual( VisualFactoryCache& factoryCache, Visual::BasePtr actualVisual )
-: Visual::Base( factoryCache, Visual::FittingMode::FILL ),
+: Visual::Base( factoryCache, Visual::FittingMode::FILL, actualVisual ? actualVisual->GetType() : Toolkit::Visual::WIREFRAME ),
mActualVisual( actualVisual )
{
}
}
}
-void WireframeVisual::DoSetOnStage( Actor& actor )
+void WireframeVisual::DoSetOnScene( Actor& actor )
{
InitializeRenderer();
}
}
+Visual::Base& WireframeVisual::GetVisualObject()
+{
+ if( mActualVisual )
+ {
+ return *mActualVisual.Get();
+ }
+
+ return *this;
+}
+
} // namespace Internal
} // namespace Toolkit