Commit 854befec5ae3367a3be14000c82c832746a5c967

Authored by David Steele
1 parent 3f7382d5

Updates following rename of PropertyBuffer

Change-Id: I33cebb3f17db6a72385c7e63aaf32685ee8748b2
examples/animated-shapes/animated-shapes-example.cpp
... ... @@ -195,7 +195,7 @@ public:
195 195 //Create a vertex buffer for vertex positions and texture coordinates
196 196 Dali::Property::Map vertexFormat;
197 197 vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
198   - Dali::PropertyBuffer vertexBuffer = Dali::PropertyBuffer::New( vertexFormat );
  198 + Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( vertexFormat );
199 199 vertexBuffer.SetData( vertexData, sizeof(vertexData)/sizeof(vertexData[0]));
200 200  
201 201 //Create the geometry
... ... @@ -287,7 +287,7 @@ public:
287 287 //Create a vertex buffer for vertex positions and texture coordinates
288 288 Dali::Property::Map vertexFormat;
289 289 vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
290   - Dali::PropertyBuffer vertexBuffer = Dali::PropertyBuffer::New( vertexFormat );
  290 + Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( vertexFormat );
291 291 vertexBuffer.SetData( vertexData, sizeof(vertexData)/sizeof(vertexData[0]));
292 292  
293 293 //Create the geometry
... ... @@ -388,7 +388,7 @@ public:
388 388 //Create a vertex buffer for vertex positions and texture coordinates
389 389 Dali::Property::Map vertexFormat;
390 390 vertexFormat["aCoefficient"] = Dali::Property::VECTOR3;
391   - Dali::PropertyBuffer vertexBuffer = Dali::PropertyBuffer::New( vertexFormat );
  391 + Dali::VertexBuffer vertexBuffer = Dali::VertexBuffer::New( vertexFormat );
392 392 vertexBuffer.SetData( vertexData, sizeof(vertexData)/sizeof(vertexData[0]));
393 393  
394 394 //Create the geometry
... ...
examples/bezier-curve/bezier-curve-example.cpp
... ... @@ -300,7 +300,7 @@ public:
300 300  
301 301 Property::Map curveVertexFormat;
302 302 curveVertexFormat["aPosition"] = Property::VECTOR2;
303   - mCurveVertices = PropertyBuffer::New( curveVertexFormat );
  303 + mCurveVertices = VertexBuffer::New( curveVertexFormat );
304 304 Vector2 vertexData[2] = { Vector2(-0.5f, 0.5f), Vector2( 0.5f, -0.5f ) };
305 305 mCurveVertices.SetData( vertexData, 2 );
306 306  
... ... @@ -334,7 +334,7 @@ public:
334 334 return actor;
335 335 }
336 336  
337   - Actor CreateControlLine( PropertyBuffer vertexBuffer )
  337 + Actor CreateControlLine( VertexBuffer vertexBuffer )
338 338 {
339 339 Actor line = Actor::New();
340 340 line.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
... ... @@ -364,8 +364,8 @@ public:
364 364  
365 365 Property::Map lineVertexFormat;
366 366 lineVertexFormat["aPosition"] = Property::VECTOR2;
367   - mLine1Vertices = PropertyBuffer::New( lineVertexFormat );
368   - mLine2Vertices = PropertyBuffer::New( lineVertexFormat );
  367 + mLine1Vertices = VertexBuffer::New( lineVertexFormat );
  368 + mLine2Vertices = VertexBuffer::New( lineVertexFormat );
369 369  
370 370 mControlLine1 = CreateControlLine( mLine1Vertices );
371 371 mControlLine2 = CreateControlLine( mLine2Vertices );
... ... @@ -595,9 +595,9 @@ private:
595 595 Timer mTimer;
596 596 Animation mDragAnimation;
597 597 Animation mBezierAnimation;
598   - PropertyBuffer mCurveVertices;
599   - PropertyBuffer mLine1Vertices;
600   - PropertyBuffer mLine2Vertices;
  598 + VertexBuffer mCurveVertices;
  599 + VertexBuffer mLine1Vertices;
  600 + VertexBuffer mLine2Vertices;
601 601 Vector2 mRelativeDragPoint;
602 602 Vector2 mLastControlPointPosition1;
603 603 Vector2 mLastControlPointPosition2;
... ...
examples/contact-cards/clipped-image.cpp
... ... @@ -131,7 +131,7 @@ Geometry& CreateGeometry()
131 131  
132 132 Property::Map circleVertexFormat;
133 133 circleVertexFormat["aPositionCircle"] = Property::VECTOR2;
134   - PropertyBuffer circleVertices = PropertyBuffer::New( circleVertexFormat );
  134 + VertexBuffer circleVertices = VertexBuffer::New( circleVertexFormat );
135 135 circleVertices.SetData( circleBuffer, vertexCount );
136 136  
137 137 // Create the Quad Geometry
... ... @@ -176,7 +176,7 @@ Geometry& CreateGeometry()
176 176  
177 177 Property::Map vertexFormat;
178 178 vertexFormat["aPositionQuad"] = Property::VECTOR2;
179   - PropertyBuffer quadVertices2 = PropertyBuffer::New( vertexFormat );
  179 + VertexBuffer quadVertices2 = VertexBuffer::New( vertexFormat );
180 180 quadVertices2.SetData( quadBuffer, vertexCount );
181 181  
182 182 // Create the geometry object itself
... ...
examples/deferred-shading/deferred-shading.cpp
... ... @@ -64,7 +64,7 @@ in vec3 aNormal;
64 64 out vec4 vPosition;
65 65 out vec3 vNormal;
66 66  
67   -vec4 Map(vec4 v) // projection space -> texture
  67 +vec4 Map(vec4 v) // projection space -> texture
68 68 {
69 69 return vec4(v.xyz / (2.f * v.w) + vec3(.5f), (v.w - NEAR) * INV_DEPTH);
70 70 }
... ... @@ -149,7 +149,7 @@ uniform vec3 uDepth_InvDepth_Near;\n)
149 149 // Light source uniforms
150 150 struct Light
151 151 {
152   - vec3 position; // view space
  152 + vec3 position; // view space
153 153 float radius;
154 154 vec3 color;
155 155 };
... ... @@ -160,7 +160,7 @@ in vec2 vUv;
160 160  
161 161 out vec4 oColor;
162 162  
163   -vec4 Unmap(vec4 m) // texture -> projection
  163 +vec4 Unmap(vec4 m) // texture -> projection
164 164 {
165 165 m.w = m.w * DEPTH + NEAR;
166 166 m.xyz = (m.xyz - vec3(.5)) * (2.f * m.w);
... ... @@ -180,10 +180,10 @@ vec3 CalculateLighting(vec3 pos, vec3 normal)
180 180 rel /= distance;
181 181  
182 182 float a = uLights[i].radius / (kAttenuationConst + kAttenuationLinear * distance +
183   - kAttenuationQuadratic * distance * distance); // attenuation
  183 + kAttenuationQuadratic * distance * distance); // attenuation
184 184  
185   - float l = max(0.f, dot(normal, rel)); // lambertian
186   - float s = pow(max(0.f, dot(viewDirRefl, rel)), 256.f); // specular
  185 + float l = max(0.f, dot(normal, rel)); // lambertian
  186 + float s = pow(max(0.f, dot(viewDirRefl, rel)), 256.f); // specular
187 187  
188 188 light += (uLights[i].color * (l + s)) * a;
189 189 }
... ... @@ -324,7 +324,7 @@ Geometry CreateTexturedQuadGeometry(bool flipV)
324 324 std::swap(vertexData[1].aTexCoord, vertexData[3].aTexCoord);
325 325 }
326 326  
327   - PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
  327 + VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
328 328 .Add( "aPosition", Property::VECTOR3 )
329 329 .Add( "aTexCoord", Property::VECTOR2 ) );
330 330 vertexBuffer.SetData( vertexData, std::extent<decltype(vertexData)>::value );
... ... @@ -402,7 +402,7 @@ Geometry CreateOctahedron(bool invertNormals)
402 402 }
403 403  
404 404 // Configure property buffers and create geometry.
405   - PropertyBuffer vertexBuffer = PropertyBuffer::New(Property::Map()
  405 + VertexBuffer vertexBuffer = VertexBuffer::New(Property::Map()
406 406 .Add("aPosition", Property::VECTOR3)
407 407 .Add("aNormal", Property::VECTOR3));
408 408 vertexBuffer.SetData(vertexData, std::extent<decltype(vertexData)>::value);
... ...
examples/fpp-game/game-model.cpp
... ... @@ -45,11 +45,11 @@ GameModel::GameModel( const char *filename )
45 45 mHeader = *(reinterpret_cast<ModelHeader*>( bytes.data() + bytes.size()/2 ));
46 46 }
47 47  
48   - mVertexBuffer = Dali::PropertyBuffer::New( Dali::Property::Map().
49   - Add( "aPosition", Dali::Property::VECTOR3 ).
50   - Add( "aNormal", Dali::Property::VECTOR3 ).
51   - Add( "aTexCoord", Dali::Property::VECTOR2 )
52   - );
  48 + mVertexBuffer = Dali::VertexBuffer::New( Dali::Property::Map().
  49 + Add( "aPosition", Dali::Property::VECTOR3 ).
  50 + Add( "aNormal", Dali::Property::VECTOR3 ).
  51 + Add( "aTexCoord", Dali::Property::VECTOR2 )
  52 + );
53 53  
54 54 mVertexBuffer.SetData( bytes.data() + mHeader.dataBeginOffset, mHeader.vertexBufferSize/mHeader.vertexStride );
55 55  
... ...
examples/fpp-game/game-model.h
... ... @@ -19,7 +19,7 @@
19 19 */
20 20  
21 21 #include <dali/public-api/rendering/geometry.h>
22   -#include <dali/public-api/rendering/property-buffer.h>
  22 +#include <dali/public-api/rendering/vertex-buffer.h>
23 23  
24 24 #include <inttypes.h>
25 25  
... ... @@ -44,7 +44,7 @@ struct ModelHeader
44 44 /**
45 45 * @brief The GameModel class
46 46 * GameModel represents model geometry. It loads model data from external model file ( .mod file ).
47   - * Such data is ready to be used as GL buffer so it can be copied directly into the PropertyBuffer
  47 + * Such data is ready to be used as GL buffer so it can be copied directly into the VertexBuffer
48 48 * object.
49 49 *
50 50 * Model file is multi-architecture so can be loaded on little and big endian architectures
... ... @@ -85,7 +85,7 @@ public:
85 85 private:
86 86  
87 87 Dali::Geometry mGeometry;
88   - Dali::PropertyBuffer mVertexBuffer;
  88 + Dali::VertexBuffer mVertexBuffer;
89 89  
90 90 ModelHeader mHeader;
91 91  
... ...
examples/line-mesh/line-mesh-example.cpp
... ... @@ -95,7 +95,7 @@ Geometry CreateGeometry()
95 95 pentagonVertexFormat["aPosition1"] = Property::VECTOR2;
96 96 pentagonVertexFormat["aPosition2"] = Property::VECTOR2;
97 97 pentagonVertexFormat["aColor"] = Property::VECTOR3;
98   - PropertyBuffer pentagonVertices = PropertyBuffer::New( pentagonVertexFormat );
  98 + VertexBuffer pentagonVertices = VertexBuffer::New( pentagonVertexFormat );
99 99 pentagonVertices.SetData(pentagonVertexData, 5);
100 100  
101 101  
... ...
examples/mesh-morph/mesh-morph-example.cpp
... ... @@ -218,17 +218,17 @@ Geometry CreateGeometry()
218 218  
219 219 Property::Map initialPositionVertexFormat;
220 220 initialPositionVertexFormat["aInitPos"] = Property::VECTOR2;
221   - PropertyBuffer initialPositionVertices = PropertyBuffer::New( initialPositionVertexFormat );
  221 + VertexBuffer initialPositionVertices = VertexBuffer::New( initialPositionVertexFormat );
222 222 initialPositionVertices.SetData( quad, numberOfVertices );
223 223  
224 224 Property::Map finalPositionVertexFormat;
225 225 finalPositionVertexFormat["aFinalPos"] = Property::VECTOR2;
226   - PropertyBuffer finalPositionVertices = PropertyBuffer::New( finalPositionVertexFormat );
  226 + VertexBuffer finalPositionVertices = VertexBuffer::New( finalPositionVertexFormat );
227 227 finalPositionVertices.SetData( cat, numberOfVertices );
228 228  
229 229 Property::Map colorVertexFormat;
230 230 colorVertexFormat["aColor"] = Property::VECTOR3;
231   - PropertyBuffer colorVertices = PropertyBuffer::New( colorVertexFormat );
  231 + VertexBuffer colorVertices = VertexBuffer::New( colorVertexFormat );
232 232 colorVertices.SetData( colors, numberOfVertices );
233 233  
234 234 // Create the geometry object
... ...
examples/metaball-explosion/metaball-explosion-example.cpp
... ... @@ -400,13 +400,13 @@ Geometry MetaballExplosionController::CreateGeometry( bool aspectMappedTexture )
400 400 // Vertices
401 401 Property::Map positionVertexFormat;
402 402 positionVertexFormat["aPosition"] = Property::VECTOR2;
403   - PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
  403 + VertexBuffer positionVertices = VertexBuffer::New( positionVertexFormat );
404 404 positionVertices.SetData( vertices, numberOfVertices );
405 405  
406 406 // Textures
407 407 Property::Map textureVertexFormat;
408 408 textureVertexFormat["aTexture"] = Property::VECTOR2;
409   - PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
  409 + VertexBuffer textureVertices = VertexBuffer::New( textureVertexFormat );
410 410 textureVertices.SetData( textures, numberOfVertices );
411 411  
412 412 // Indices
... ...
examples/metaball-refrac/metaball-refrac-example.cpp
... ... @@ -374,13 +374,13 @@ Geometry MetaballRefracController::CreateGeometry( bool aspectMappedTexture )
374 374 // Vertices
375 375 Property::Map positionVertexFormat;
376 376 positionVertexFormat["aPosition"] = Property::VECTOR2;
377   - PropertyBuffer positionVertices = PropertyBuffer::New( positionVertexFormat );
  377 + VertexBuffer positionVertices = VertexBuffer::New( positionVertexFormat );
378 378 positionVertices.SetData( vertices, numberOfVertices );
379 379  
380 380 // Textures
381 381 Property::Map textureVertexFormat;
382 382 textureVertexFormat["aTexture"] = Property::VECTOR2;
383   - PropertyBuffer textureVertices = PropertyBuffer::New( textureVertexFormat );
  383 + VertexBuffer textureVertices = VertexBuffer::New( textureVertexFormat );
384 384 textureVertices.SetData( textures, numberOfVertices );
385 385  
386 386 // Indices
... ...
examples/point-mesh/point-mesh-example.cpp
... ... @@ -98,7 +98,7 @@ Geometry CreateGeometry()
98 98 Property::Map polyhedraVertexFormat;
99 99 polyhedraVertexFormat["aPosition"] = Property::VECTOR2;
100 100 polyhedraVertexFormat["aHue"] = Property::FLOAT;
101   - PropertyBuffer polyhedraVertices = PropertyBuffer::New( polyhedraVertexFormat );
  101 + VertexBuffer polyhedraVertices = VertexBuffer::New( polyhedraVertexFormat );
102 102 polyhedraVertices.SetData( polyhedraVertexData, numSides );
103 103  
104 104 // Create the geometry object
... ...
examples/ray-marching/ray-marching-example.cpp
... ... @@ -168,7 +168,7 @@ public:
168 168  
169 169 Property::Map vertexFormat;
170 170 vertexFormat["aPosition"] = Property::VECTOR2;
171   - PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
  171 + VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
172 172  
173 173 const float P( 0.5f );
174 174 const Vector2 vertices[] = {
... ...
examples/reflection-demo/reflection-example.cpp
... ... @@ -256,7 +256,7 @@ ModelPtr CreateModel(
256 256 /**
257 257 * Create matching property buffer
258 258 */
259   - auto vertexBuffer = PropertyBuffer::New( Property::Map()
  259 + auto vertexBuffer = VertexBuffer::New( Property::Map()
260 260 .Add("aPosition", Property::VECTOR3 )
261 261 .Add("aNormal", Property::VECTOR3)
262 262 .Add("aTexCoord", Property::VECTOR2)
... ...
examples/refraction-effect/refraction-effect-example.cpp
... ... @@ -458,7 +458,7 @@ private:
458 458 vertexFormat["aPosition"] = Property::VECTOR3;
459 459 vertexFormat["aNormal"] = Property::VECTOR3;
460 460 vertexFormat["aTexCoord"] = Property::VECTOR2;
461   - PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
  461 + VertexBuffer surfaceVertices = VertexBuffer::New( vertexFormat );
462 462 surfaceVertices.SetData( &vertices[0], vertices.size() );
463 463  
464 464 Geometry surface = Geometry::New();
... ...
examples/renderer-stencil/renderer-stencil-example.cpp
... ... @@ -460,7 +460,7 @@ private:
460 460 vertexFormat[NORMAL] = Property::VECTOR3;
461 461 vertexFormat[TEXTURE] = Property::VECTOR2;
462 462  
463   - PropertyBuffer surfaceVertices = PropertyBuffer::New( vertexFormat );
  463 + VertexBuffer surfaceVertices = VertexBuffer::New( vertexFormat );
464 464 surfaceVertices.SetData( &vertices[0u], vertices.Size() );
465 465  
466 466 Geometry geometry = Geometry::New();
... ...
examples/rendering-basic-light/rendering-basic-light-example.cpp
... ... @@ -308,7 +308,7 @@ public:
308 308 property.Insert( "aPosition", Property::VECTOR3 );
309 309 property.Insert( "aNormal", Property::VECTOR3 );
310 310  
311   - PropertyBuffer vertexBuffer = PropertyBuffer::New( property );
  311 + VertexBuffer vertexBuffer = VertexBuffer::New( property );
312 312  
313 313 vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vertex) );
314 314  
... ...
examples/rendering-basic-pbr/model-skybox.cpp
... ... @@ -183,8 +183,8 @@ Geometry ModelSkybox::CreateGeometry()
183 183 { Vector3( 1.0f, -1.0f, 1.0f ) }
184 184 };
185 185  
186   - PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
187   - .Add( "aPosition", Property::VECTOR3 ) );
  186 + VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
  187 + .Add( "aPosition", Property::VECTOR3 ) );
188 188 vertexBuffer.SetData( skyboxVertices, sizeof(skyboxVertices) / sizeof(Vertex) );
189 189  
190 190 geometry = Geometry::New();
... ...
examples/rendering-basic-pbr/obj-loader.cpp
... ... @@ -617,12 +617,12 @@ Geometry ObjLoader::CreateGeometry( int objectProperties, bool useSoftNormals )
617 617  
618 618 Property::Map positionMap;
619 619 positionMap["aPosition"] = Property::VECTOR3;
620   - PropertyBuffer positionBuffer = PropertyBuffer::New( positionMap );
  620 + VertexBuffer positionBuffer = VertexBuffer::New( positionMap );
621 621 positionBuffer.SetData( positions.Begin(), positions.Count() );
622 622  
623 623 Property::Map normalMap;
624 624 normalMap["aNormal"] = Property::VECTOR3;
625   - PropertyBuffer normalBuffer = PropertyBuffer::New( normalMap );
  625 + VertexBuffer normalBuffer = VertexBuffer::New( normalMap );
626 626 normalBuffer.SetData( normals.Begin(), normals.Count() );
627 627  
628 628 surface.AddVertexBuffer( positionBuffer );
... ... @@ -633,7 +633,7 @@ Geometry ObjLoader::CreateGeometry( int objectProperties, bool useSoftNormals )
633 633 {
634 634 Property::Map tangentMap;
635 635 tangentMap["aTangent"] = Property::VECTOR3;
636   - PropertyBuffer tangentBuffer = PropertyBuffer::New( tangentMap );
  636 + VertexBuffer tangentBuffer = VertexBuffer::New( tangentMap );
637 637 tangentBuffer.SetData( tangents.Begin(), tangents.Count() );
638 638  
639 639 surface.AddVertexBuffer( tangentBuffer );
... ... @@ -644,7 +644,7 @@ Geometry ObjLoader::CreateGeometry( int objectProperties, bool useSoftNormals )
644 644 {
645 645 Property::Map textCoordMap;
646 646 textCoordMap["aTexCoord"] = Property::VECTOR2;
647   - PropertyBuffer texCoordBuffer = PropertyBuffer::New( textCoordMap );
  647 + VertexBuffer texCoordBuffer = VertexBuffer::New( textCoordMap );
648 648 texCoordBuffer.SetData( textures.Begin(), textures.Count() );
649 649  
650 650 surface.AddVertexBuffer( texCoordBuffer );
... ...
examples/rendering-cube/rendering-cube.cpp
... ... @@ -187,7 +187,7 @@ public:
187 187 { Vector3( -1.0f, 1.0f, 1.0f ), COLOR2 },
188 188 };
189 189  
190   - PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
  190 + VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
191 191 .Add( "aPosition", Property::VECTOR3 )
192 192 .Add( "aColor", Property::VECTOR3 ) );
193 193 vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vertex) );
... ...
examples/rendering-line/rendering-line.cpp
... ... @@ -133,8 +133,8 @@ public:
133 133 Vector2( 1.0f, 1.0f )
134 134 };
135 135  
136   - PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
137   - .Add( "aPosition", Property::VECTOR2 ) );
  136 + VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
  137 + .Add( "aPosition", Property::VECTOR2 ) );
138 138 vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vector2) );
139 139  
140 140 mGeometry = Geometry::New();
... ...
examples/rendering-radial-progress/radial-progress.cpp
... ... @@ -188,7 +188,7 @@ public:
188 188 vertexFormat[ "aPosition" ] = Property::VECTOR3;
189 189  
190 190 // describe vertex format ( only 2-dimensional positions )
191   - PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
  191 + VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
192 192 vertexBuffer.SetData( vertices.data(), vertices.size() );
193 193  
194 194 // create geometry
... ... @@ -238,7 +238,7 @@ public:
238 238  
239 239 Property::Map vertexFormat;
240 240 vertexFormat["aPosition"] = Property::VECTOR2;
241   - PropertyBuffer vertexBuffer = PropertyBuffer::New( vertexFormat );
  241 + VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
242 242  
243 243 const float P( 0.5f );
244 244 const Vector2 vertices[] = {
... ...
examples/rendering-skybox/rendering-skybox.cpp
... ... @@ -272,9 +272,9 @@ public:
272 272 { Vector3( -1.0f, 1.0f, 1.0f ), Vector2( 0.0, 0.0 ) },
273 273 };
274 274  
275   - PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
276   - .Add( "aPosition", Property::VECTOR3 )
277   - .Add( "aTexCoord", Property::VECTOR2 ) );
  275 + VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
  276 + .Add( "aPosition", Property::VECTOR3 )
  277 + .Add( "aTexCoord", Property::VECTOR2 ) );
278 278 vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vertex) );
279 279  
280 280 // create indices
... ... @@ -362,8 +362,8 @@ public:
362 362 { Vector3( 1.0f, -1.0f, 1.0f ) }
363 363 };
364 364  
365   - PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
366   - .Add( "aPosition", Property::VECTOR3 ) );
  365 + VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
  366 + .Add( "aPosition", Property::VECTOR3 ) );
367 367 vertexBuffer.SetData( skyboxVertices, sizeof(skyboxVertices) / sizeof(Vertex) );
368 368  
369 369 mSkyboxGeometry = Geometry::New();
... ...
examples/rendering-textured-cube/rendering-textured-cube.cpp
... ... @@ -187,9 +187,9 @@ public:
187 187 { Vector3( -1.0f, 1.0f, 1.0f ), Vector2( 0.0, 0.0 ) },
188 188 };
189 189  
190   - PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
191   - .Add( "aPosition", Property::VECTOR3 )
192   - .Add( "aTexCoord", Property::VECTOR2 ) );
  190 + VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
  191 + .Add( "aPosition", Property::VECTOR3 )
  192 + .Add( "aTexCoord", Property::VECTOR2 ) );
193 193 vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vertex) );
194 194  
195 195 // create indices
... ...
examples/rendering-triangle/rendering-triangle.cpp
... ... @@ -134,8 +134,8 @@ public:
134 134 Vector2( -1.0f, 1.0f )
135 135 };
136 136  
137   - PropertyBuffer vertexBuffer = PropertyBuffer::New( Property::Map()
138   - .Add( "aPosition", Property::VECTOR2 ) );
  137 + VertexBuffer vertexBuffer = VertexBuffer::New( Property::Map()
  138 + .Add( "aPosition", Property::VECTOR2 ) );
139 139 vertexBuffer.SetData( vertices, sizeof(vertices) / sizeof(Vector2) );
140 140  
141 141 mGeometry = Geometry::New();
... ...
examples/simple-text-renderer/simple-text-renderer-example.cpp
... ... @@ -95,7 +95,7 @@ Renderer CreateRenderer()
95 95 Property::Map property;
96 96 property.Add("aPosition", Property::VECTOR2).Add("aTexCoord", Property::VECTOR2);
97 97  
98   - PropertyBuffer vertexBuffer = PropertyBuffer::New(property);
  98 + VertexBuffer vertexBuffer = VertexBuffer::New(property);
99 99  
100 100 vertexBuffer.SetData(vertices, sizeof(vertices) / sizeof(Vertex));
101 101  
... ...
examples/sparkle/sparkle-effect-example.cpp
... ... @@ -153,11 +153,11 @@ private:
153 153 vertexFormat["aParticlePath4"] = Property::VECTOR2;
154 154 vertexFormat["aParticlePath5"] = Property::VECTOR2;
155 155  
156   - PropertyBuffer propertyBuffer = PropertyBuffer::New( vertexFormat );
157   - propertyBuffer.SetData( &vertices[0], vertices.size() );
  156 + VertexBuffer vertexBuffer = VertexBuffer::New( vertexFormat );
  157 + vertexBuffer.SetData( &vertices[0], vertices.size() );
158 158  
159 159 Geometry geometry = Geometry::New();
160   - geometry.AddVertexBuffer( propertyBuffer );
  160 + geometry.AddVertexBuffer( vertexBuffer );
161 161 geometry.SetIndexBuffer( &faces[0], faces.size() );
162 162 geometry.SetType( Geometry::TRIANGLES );
163 163  
... ... @@ -558,4 +558,3 @@ int DALI_EXPORT_API main( int argc, char **argv )
558 558 application.MainLoop();
559 559 return 0;
560 560 }
561   -
... ...
shared/utility.h
... ... @@ -63,13 +63,13 @@ Dali::Geometry CreateTexturedQuad()
63 63 { Dali::Vector2( -0.5f, 0.5f ), Dali::Vector2( 0.0f, 1.0f ) },
64 64 { Dali::Vector2( 0.5f, 0.5f ), Dali::Vector2( 1.0f, 1.0f ) }};
65 65  
66   - Dali::PropertyBuffer vertexBuffer;
  66 + Dali::VertexBuffer vertexBuffer;
67 67 Dali::Property::Map vertexFormat;
68 68 vertexFormat["aPosition"] = Dali::Property::VECTOR2;
69 69 vertexFormat["aTexCoord"] = Dali::Property::VECTOR2;
70 70  
71 71 //Create a vertex buffer for vertex positions and texture coordinates
72   - vertexBuffer = Dali::PropertyBuffer::New( vertexFormat );
  72 + vertexBuffer = Dali::VertexBuffer::New( vertexFormat );
73 73 vertexBuffer.SetData( data, 4u );
74 74  
75 75 //Create the geometry
... ...