X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fscrollable%2Fbouncing-effect-actor.cpp;h=a7db0d257ce33b59bf12db54912c42615fa641c5;hp=2218ddcf070210eb73687029ce4bddd9599a7e37;hb=b1e8521ad77e7b4e62b59613b2edef64429130e9;hpb=6c6cdc0f1c2e6373e4eb3bf74397abba5befe026 diff --git a/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp b/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp index 2218ddc..a7db0d2 100644 --- a/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp +++ b/dali-toolkit/internal/controls/scrollable/bouncing-effect-actor.cpp @@ -1,5 +1,5 @@ /* - * Copyright (c) 2014 Samsung Electronics Co., Ltd. + * Copyright (c) 2016 Samsung Electronics Co., Ltd. * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. @@ -21,11 +21,10 @@ // EXTERNAL INCLUDES #include #include -#include -#include -#include -#include -#include +#include +#include +#include +#include namespace Dali { @@ -114,25 +113,20 @@ Actor CreateBouncingEffectActor( Property::Index& bouncePropertyIndex ) Property::Map vertexFormat; vertexFormat["aPosition1"] = Property::VECTOR3; vertexFormat["aPosition2"] = Property::VECTOR3; - PropertyBuffer vertices = PropertyBuffer::New( vertexFormat ); + VertexBuffer vertices = VertexBuffer::New( vertexFormat ); vertices.SetData( vertexData, 20u ); - unsigned int indexData[30] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11,12,15,13,12,14,15,16,19,17,16,18,19}; - Property::Map indexFormat; - indexFormat["indices"] = Property::INTEGER; - PropertyBuffer indices = PropertyBuffer::New( indexFormat ); - indices.SetData( indexData, 30u ); + unsigned short indexData[30] = { 0,3,1,0,2,3,4,7,5,4,6,7,8,11,9,8,10,11,12,15,13,12,14,15,16,19,17,16,18,19}; Geometry meshGeometry = Geometry::New(); meshGeometry.AddVertexBuffer( vertices ); - meshGeometry.SetIndexBuffer( indices ); + meshGeometry.SetIndexBuffer( indexData, sizeof(indexData)/sizeof(indexData[0]) ); - // Create material + // Create the shader Shader shader = Shader::New( MESH_VERTEX_SHADER, MESH_FRAGMENT_SHADER ); - Material material = Material::New( shader ); // Create renderer - Renderer renderer = Renderer::New( meshGeometry, material ); + Renderer renderer = Renderer::New( meshGeometry, shader ); // Create actor Actor meshActor= Actor::New();