Drop Shadow fix after changes in render ordering. 38/45038/2
authorRichard Underhill <r.underhill@partner.samsung.com>
Fri, 31 Jul 2015 14:54:01 +0000 (15:54 +0100)
committerRichard Underhill <r.underhill@partner.samsung.com>
Fri, 31 Jul 2015 14:54:01 +0000 (15:54 +0100)
Change-Id: I412dd2265ca1e02a78b54cac5e0cf1fa6077adbd
Signed-off-by: Richard Underhill <r.underhill@partner.samsung.com>
dali-toolkit/internal/text/rendering/atlas/text-atlas-renderer.cpp

index 42961ce..a4fc1d8 100644 (file)
@@ -365,7 +365,9 @@ struct AtlasRenderer::Impl : public ConnectionTracker
         // Create an effect if necessary
         if ( style == STYLE_DROP_SHADOW )
         {
         // Create an effect if necessary
         if ( style == STYLE_DROP_SHADOW )
         {
-          actor.Add( GenerateShadow( *mIt, actorSize, shadowOffset, shadowColor ) );
+          Actor shadowActor = GenerateShadow( *mIt, actorSize, shadowOffset, shadowColor );
+          shadowActor.Add( actor );
+          actor = shadowActor;
         }
 
         if( mActor )
         }
 
         if( mActor )
@@ -712,7 +714,7 @@ struct AtlasRenderer::Impl : public ConnectionTracker
     Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
 
     // Ensure shadow is behind the text...
     Dali::Renderer renderer = Dali::Renderer::New( quadGeometry, material );
 
     // Ensure shadow is behind the text...
-    renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth - 1 );
+    renderer.SetDepthIndex( CONTENT_DEPTH_INDEX + mDepth );
     Actor actor = Actor::New();
     actor.AddRenderer( renderer );
     actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
     Actor actor = Actor::New();
     actor.AddRenderer( renderer );
     actor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
@@ -745,7 +747,6 @@ struct AtlasRenderer::Impl : public ConnectionTracker
     subActor.AddRenderer( normRenderer );
     subActor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
     subActor.SetSize( actorSize );
     subActor.AddRenderer( normRenderer );
     subActor.SetParentOrigin( ParentOrigin::CENTER ); // Keep all of the origins aligned
     subActor.SetSize( actorSize );
-    subActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
     subActor.SetColor( shadowColor );
 
     // Create a render task to render the effect
     subActor.SetColor( shadowColor );
 
     // Create a render task to render the effect