Disclaimer - Actor::COLOR will also affect the background color (if any SetBackground API is used)
Change-Id: I4e7ed501759e6c2f2a5876e95a6bc676bbf81880
Signed-off-by: Victor Cebollada <v.cebollada@samsung.com>
mActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
mActor.SetSize( textSize );
mActor.SetParentOrigin( ParentOrigin::TOP_LEFT );
mActor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
mActor.SetSize( textSize );
+ mActor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );
}
for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
}
for( std::vector< MeshRecord >::iterator it = meshContainer.begin(),
renderer.SetTextures( textureSet );
renderer.SetProperty( Dali::Renderer::Property::BLEND_MODE, BlendMode::ON );
renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth );
renderer.SetTextures( textureSet );
renderer.SetProperty( Dali::Renderer::Property::BLEND_MODE, BlendMode::ON );
renderer.SetProperty( Dali::Renderer::Property::DEPTH_INDEX, DepthIndex::CONTENT + mDepth );
Actor actor = Actor::New();
#if defined(DEBUG_ENABLED)
actor.SetName( "Text renderable actor" );
#endif
actor.AddRenderer( renderer );
Actor actor = Actor::New();
#if defined(DEBUG_ENABLED)
actor.SetName( "Text renderable actor" );
#endif
actor.AddRenderer( renderer );
// Keep all of the origins aligned
actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
actor.SetSize( actorSize );
actor.RegisterProperty("uOffset", Vector2::ZERO );
// Keep all of the origins aligned
actor.SetParentOrigin( ParentOrigin::TOP_LEFT );
actor.SetAnchorPoint( AnchorPoint::TOP_LEFT );
actor.SetSize( actorSize );
actor.RegisterProperty("uOffset", Vector2::ZERO );
+ actor.SetColorMode( USE_OWN_MULTIPLY_PARENT_COLOR );