{
}
-MotionStretchEffect MotionStretchEffect::Apply( Actor handle )
+MotionStretchEffect MotionStretchEffect::Apply( RenderableActor renderable )
{
MotionStretchEffect newEffect = New();
- handle.SetShaderEffect( newEffect );
+ renderable.SetShaderEffect( newEffect );
Property::Index uModelProperty = newEffect.GetPropertyIndex( MOTION_STRETCH_MODELVIEW_LASTFRAME );
Constraint constraint = Constraint::New<Matrix>( uModelProperty,
- Source( handle, Actor::WORLD_MATRIX ),
+ Source( renderable, Actor::WORLD_MATRIX ),
EqualToConstraint() );
// and set up constraint.