Dali::RenderTask RenderTaskList::CreateTask()
{
  RenderTask* taskImpl = RenderTask::New( mIsSystemLevel );

  Dali::RenderTask newTask( taskImpl );
  mTasks.push_back( newTask );

  if ( mSceneObject )
  {
    SceneGraph::RenderTask* sceneObject = taskImpl->CreateSceneObject();
    DALI_ASSERT_DEBUG( NULL != sceneObject );

    // Pass ownership to SceneGraph::RenderTaskList
    AddTaskMessage( mEventToUpdate, *mSceneObject, *sceneObject );
  }

  // Set the default source & camera actors
  taskImpl->SetSourceActor( &mDefaults.GetDefaultRootActor() );
  taskImpl->SetCameraActor( &mDefaults.GetDefaultCameraActor() );

  return newTask;
}
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void BubbleEmitter::SetBackground( Image bgImage, const Vector3& hsvDelta )
{
  mBackgroundImage = bgImage;
  mHSVDelta = hsvDelta;

  ImageActor sourceActor = ImageActor::New( bgImage );
  sourceActor.SetSize( mMovementArea );
  sourceActor.SetParentOrigin(ParentOrigin::CENTER);
  Stage::GetCurrent().Add( sourceActor );

  ShaderEffect colorAdjuster = CreateColorAdjuster( hsvDelta, true /*ignore alpha to make bubble color always*/ );
  sourceActor.SetShaderEffect( colorAdjuster );

  RenderTaskList taskList = Stage::GetCurrent().GetRenderTaskList();
  RenderTask task = taskList.CreateTask();
  task.SetRefreshRate( RenderTask::REFRESH_ONCE );
  task.SetSourceActor( sourceActor );
  task.SetExclusive(true);
  task.SetCameraActor(mCameraActor);
  task.GetCameraActor().SetInvertYAxis(true);
  task.SetTargetFrameBuffer( mEffectImage );
  task.FinishedSignal().Connect(this, &BubbleEmitter::OnRenderFinished);
  mRenderTaskRunning = true;
}