continue;
}
- Dali::Shader shader = renderer.GetShader();
- if(!shader)
- {
- continue;
- }
-
if(boneData.constraint)
{
boneData.constraint.Remove();
boneData.constraint.Reset();
}
- if(shader.GetPropertyIndex(boneData.propertyName) == Property::INVALID_INDEX)
+ if(renderer.GetPropertyIndex(boneData.propertyName) == Property::INVALID_INDEX)
{
- auto propBoneXform = shader.RegisterProperty(boneData.propertyName, Matrix{false});
+ auto propBoneXform = renderer.RegisterProperty(boneData.propertyName, Matrix{false});
Matrix inverseMatrix = boneData.inverseMatrix;
// Constrain bone matrix to joint transform.
- boneData.constraint = Constraint::New<Matrix>(shader, propBoneXform, [inverseMatrix](Matrix& output, const PropertyInputContainer& inputs)
+ boneData.constraint = Constraint::New<Matrix>(renderer, propBoneXform, [inverseMatrix](Matrix& output, const PropertyInputContainer& inputs)
{ Matrix::Multiply(output, inverseMatrix, inputs[0]->GetMatrix()); });
Actor joint = Self();