var shader = new dali.Shader(shaderOptions);
- var material = new dali.Material( shader );
-
// Create vertex buffer
var pentagonVertexFormat ={ "aPosition1" : dali.PROPERTY_VECTOR2 };
var pentagonVertexDataArray = new Float32Array(pentagonVertexData.length);
pentagonVertexDataArray.set(pentagonVertexData, 0);
- var pentagonVertices = new dali.PropertyBuffer(pentagonVertexFormat, 5);
- pentagonVertices.setData(pentagonVertexDataArray);
+ var pentagonVertices = new dali.PropertyBuffer(pentagonVertexFormat);
+ pentagonVertices.setData(pentagonVertexDataArray, 5);
var pentacleVertexFormat ={ "aPosition2" : dali.PROPERTY_VECTOR2};
var pentacleVertexDataArray = new Float32Array(pentacleVertexData.length);
pentacleVertexDataArray.set(pentacleVertexData, 0);
- var pentacleVertices = new dali.PropertyBuffer(pentacleVertexFormat, 5);
- pentacleVertices.setData(pentacleVertexDataArray);
+ var pentacleVertices = new dali.PropertyBuffer(pentacleVertexFormat);
+ pentacleVertices.setData(pentacleVertexDataArray, 5);
var indexFormat ={ "indices" : dali.PROPERTY_INTEGER };
var indexDataArray = new Uint32Array(indexData.length);
indexDataArray.set(indexData, 0);
- var indices = new dali.PropertyBuffer(indexFormat, 10);
- indices.setData(indexDataArray);
+ var indices = new dali.PropertyBuffer(indexFormat);
+ indices.setData(indexDataArray, 10);
// Create geometry
var geometry = new dali.Geometry();
geometry.setIndexBuffer( indices );
geometry.setGeometryType( dali.GEOMETRY_LINES );
- var renderer = new dali.Renderer(geometry, material);
+ var renderer = new dali.Renderer(geometry, shader);
renderer.depthIndex = 0;
// Create mesh actor