//Create the renderer
Renderer renderer = Renderer::New( mesh, material );
- renderer.SetDepthIndex( BACKGROUND_DEPTH_INDEX );
+ renderer.SetDepthIndex( parent.GetHierarchyDepth() + BACKGROUND_DEPTH_INDEX );
//Create the actor
Actor meshActor = Actor::New();
imageActor.SetPositionInheritanceMode( USE_PARENT_POSITION_PLUS_LOCAL_POSITION );
imageActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
imageActor.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
+ imageActor.SetSortModifier( parent.GetHierarchyDepth() + BACKGROUND_DEPTH_INDEX );
return imageActor;
}
}
}
-void Control::OnStageConnection( unsigned int depth )
+void Control::OnStageConnection( int depth )
{
unsigned int controlRendererCount = Self().GetRendererCount();
for( unsigned int i(0); i<controlRendererCount; ++i )