// create actor to render input with applied emboss effect
mActorForInput = ImageActor::New( mInputImage );
mActorForInput.SetParentOrigin( ParentOrigin::CENTER );
- mActorForInput.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ mActorForInput.SetSize(mTargetSize);
mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
// create internal offscreen for result of horizontal pass
// create an actor to render mImageForHorz for vertical blur pass
mActorForHorz = ImageActor::New( mImageForHorz );
mActorForHorz.SetParentOrigin( ParentOrigin::CENTER );
- mActorForHorz.ApplyConstraint( Constraint::New<Vector3>( Actor::SIZE, ParentSource( Actor::SIZE ), EqualToConstraint() ) );
+ mActorForHorz.SetSize(mTargetSize);
mActorForHorz.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) );
mRootActor.Add( mActorForInput );
}
}
+void SpreadFilter::SetSize( const Vector2& size )
+{
+ mTargetSize = size;
+ if( mActorForInput )
+ {
+ mActorForInput.SetSize(mTargetSize);
+ }
+ if( mActorForHorz )
+ {
+ mActorForHorz.SetSize(mTargetSize);
+ }
+}
+
void SpreadFilter::SetupCamera()
{
// Create and place a camera for the embossing render, corresponding to its render target size