X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Fcontrols%2Fshadow-view%2Fshadow-view-impl.cpp;h=57d5adb8c3716ef33bc87a5c20580249bbafcb03;hp=88e8599ec70ed528389aad55dfe7ab650837d831;hb=8fef10ea440a32a1536b485dc7a035f9defa537c;hpb=60309eac2e559fe0226f137d81c2bdfa157f15dc diff --git a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp index 88e8599..57d5adb 100644 --- a/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp +++ b/dali-toolkit/internal/controls/shadow-view/shadow-view-impl.cpp @@ -315,15 +315,15 @@ void ShadowView::ConstrainCamera() // is under control of application, can't use transform inheritance) Constraint cameraOrientationConstraint = - Constraint::New ( Actor::Property::Rotation, - Source( mShadowPlane, Actor::Property::WorldPosition ), - Source( mPointLight, Actor::Property::WorldPosition ), - Source( mShadowPlane, Actor::Property::WorldRotation ), + Constraint::New ( Actor::Property::ROTATION, + Source( mShadowPlane, Actor::Property::WORLD_POSITION ), + Source( mPointLight, Actor::Property::WORLD_POSITION ), + Source( mShadowPlane, Actor::Property::WORLD_ROTATION ), &LookAt ); mCameraActor.ApplyConstraint( cameraOrientationConstraint ); - Constraint pointLightPositionConstraint = Constraint::New( Actor::Property::Position, Source( mPointLight, Actor::Property::WorldPosition ), EqualToConstraint() ); + Constraint pointLightPositionConstraint = Constraint::New( Actor::Property::POSITION, Source( mPointLight, Actor::Property::WORLD_POSITION ), EqualToConstraint() ); mCameraActor.ApplyConstraint( pointLightPositionConstraint ); } @@ -371,8 +371,8 @@ void ShadowView::SetShaderConstants() Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME); Property::Index lightCameraViewMatrixPropertyIndex = mShadowRenderShader.GetPropertyIndex(SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME); - Constraint projectionMatrixConstraint = Constraint::New( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ProjectionMatrix ), EqualToConstraintMatrix()); - Constraint viewMatrixConstraint = Constraint::New( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::ViewMatrix ), EqualToConstraintMatrix()); + Constraint projectionMatrixConstraint = Constraint::New( lightCameraProjectionMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::PROJECTION_MATRIX ), EqualToConstraintMatrix()); + Constraint viewMatrixConstraint = Constraint::New( lightCameraViewMatrixPropertyIndex, Source( mCameraActor, CameraActor::Property::VIEW_MATRIX ), EqualToConstraintMatrix()); mShadowRenderShader.ApplyConstraint(projectionMatrixConstraint); mShadowRenderShader.ApplyConstraint(viewMatrixConstraint);