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lines changed Original file line number Diff line number Diff line change 51
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* sprite that serves as the background for the affected node so it appears that the viewer
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* is seeing the refracted environment through the refracting node.
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*/
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- @property (nonatomic ) CCSprite *refractionEnvironment;
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+ @property (nonatomic , strong ) CCSprite *refractionEnvironment;
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/* * The environment that will be reflected by the affected node. Typically this is a sprite
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* that is not visible in the scene as it is conceptually "behind the viewer" and only visible
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* where reflected by the affected node.
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*/
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- @property (nonatomic ) CCSprite *reflectionEnvironment;
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+ @property (nonatomic , strong ) CCSprite *reflectionEnvironment;
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/* * The normal map that encodes the normal vectors of the affected node. Each pixel in the normal
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* map is a 3 component vector that is perpendicular to the surface of the sprite at that point.
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*/
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- @property (nonatomic ) CCSpriteFrame *normalMap;
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+ @property (nonatomic , strong ) CCSpriteFrame *normalMap;
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// / -----------------------------------------------------------------------
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* that is not visible in the scene as it is conceptually "behind the viewer" and only visible
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* where reflected by the affected node.
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*/
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- @property (nonatomic ) CCSprite *environment;
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+ @property (nonatomic , strong ) CCSprite *environment;
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/* * The normal map that encodes the normal vectors of the affected node. Each pixel in the normal
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* map is a 3 component vector that is perpendicular to the surface of the sprite at that point.
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*/
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- @property (nonatomic ) CCSpriteFrame *normalMap;
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+ @property (nonatomic , strong ) CCSpriteFrame *normalMap;
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/* * The overall shininess of the attached sprite. This value is in the range [0..1] and it controls
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* how much of the reflected environment contributes to the final color of the affected pixels.
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* sprite that serves as the background for the affected node so it appears that the viewer
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* is seeing the refracted environment through the refracting node.
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*/
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- @property (nonatomic ) CCSprite *environment;
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+ @property (nonatomic , strong ) CCSprite *environment;
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/* * The normal map that encodes the normal vectors of the affected node. Each pixel in the normal
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* map is a 3 component vector that is perpendicular to the surface of the sprite at that point.
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*/
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- @property (nonatomic ) CCSpriteFrame *normalMap;
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+ @property (nonatomic , strong ) CCSpriteFrame *normalMap;
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// / -----------------------------------------------------------------------
Original file line number Diff line number Diff line change @@ -93,12 +93,12 @@ typedef void (^CCEffectRenderPassEndBlock)(CCEffectRenderPass *pass);
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@interface CCEffectRenderPass : NSObject
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@property (nonatomic ) NSInteger renderPassId;
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- @property (nonatomic ) CCRenderer* renderer;
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+ @property (nonatomic , strong ) CCRenderer* renderer;
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@property (nonatomic ) CCSpriteVertexes verts;
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@property (nonatomic ) GLKMatrix4 transform;
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- @property (nonatomic ) CCBlendMode* blendMode;
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- @property (nonatomic ) CCShader* shader;
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- @property (nonatomic ) NSMutableDictionary * shaderUniforms;
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+ @property (nonatomic , strong ) CCBlendMode* blendMode;
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+ @property (nonatomic , strong ) CCShader* shader;
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+ @property (nonatomic , strong ) NSMutableDictionary * shaderUniforms;
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@property (nonatomic ) BOOL needsClear;
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@property (nonatomic ,copy ) NSArray * beginBlocks;
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@property (nonatomic ,copy ) NSArray * updateBlocks;
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@protocol CCEffectProtocol <NSObject >
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/* * Effect which will be applied to this sprite, NOTE: effect will overwrite any custom CCShader settings. */
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- @property (nonatomic ) CCEffect* effect;
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+ @property (nonatomic , strong ) CCEffect* effect;
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@end
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