X-Git-Url: http://review.tizen.org/git/?p=platform%2Fcore%2Fuifw%2Fdali-toolkit.git;a=blobdiff_plain;f=dali-toolkit%2Finternal%2Ffilters%2Fblur-two-pass-filter.cpp;h=af62fb32f47bc3d568b7e6d4864ef027ff1f5a98;hp=a9b3c9e268cb82aff3340ce0a0912bfc6a3ffb58;hb=c3f7ea6cb0c0b75c2276193aff88b5c7a679a2d5;hpb=e217915091790637a8b4ea7e34480e852d242efd diff --git a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp index a9b3c9e..af62fb3 100644 --- a/dali-toolkit/internal/filters/blur-two-pass-filter.cpp +++ b/dali-toolkit/internal/filters/blur-two-pass-filter.cpp @@ -142,7 +142,7 @@ void BlurTwoPassFilter::Enable() // create actor to render input with applied emboss effect mActorForInput = ImageActor::New( mInputImage ); mActorForInput.SetParentOrigin( ParentOrigin::CENTER ); - mActorForInput.SetSize(mTargetSize); + mActorForInput.SetSize( mTargetSize ); mActorForInput.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // create internal offscreen for result of horizontal pass @@ -151,7 +151,7 @@ void BlurTwoPassFilter::Enable() // create an actor to render mImageForHorz for vertical blur pass mActorForHorz = ImageActor::New( mImageForHorz ); mActorForHorz.SetParentOrigin( ParentOrigin::CENTER ); - mActorForHorz.SetSize(mTargetSize); + mActorForHorz.SetSize( mTargetSize ); mActorForHorz.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // create internal offscreen for result of the two pass blurred image @@ -160,7 +160,7 @@ void BlurTwoPassFilter::Enable() // create an actor to blend the blurred image and the input image with the given blur strength mActorForBlending = ImageActor::New( mBlurredImage ); mActorForBlending.SetParentOrigin( ParentOrigin::CENTER ); - mActorForBlending.SetSize(mTargetSize); + mActorForBlending.SetSize( mTargetSize ); mActorForBlending.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); mRootActor.Add( mActorForInput ); @@ -300,7 +300,6 @@ void BlurTwoPassFilter::SetupCamera() mCameraForBlur.SetNearClippingPlane(1.0f); mCameraForBlur.SetAspectRatio(mTargetSize.width / mTargetSize.height); mCameraForBlur.SetType(Dali::Camera::FREE_LOOK); // camera orientation based solely on actor - mCameraForBlur.SetRotation(Quaternion(M_PI, Vector3::YAXIS)); mCameraForBlur.SetPosition(0.0f, 0.0f, ((mTargetSize.height * 0.5f) / tanf(ARBITRARY_FIELD_OF_VIEW * 0.5f))); }