- DALI_TEST_EQUALS( renderer.GetProperty<float>(opacityIndex), 0.0f, 0.001f, TEST_LOCATION );
- DALI_TEST_EQUALS( renderer.GetProperty<int>(Renderer::Property::BLEND_MODE), (int)BlendMode::ON, TEST_LOCATION );
+ DALI_TEST_EQUALS( renderer.GetProperty<float>( DevelRenderer::Property::OPACITY ), 0.0f, 0.001f, TEST_LOCATION );
+
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< Vector3 >( mixColorIndex ), Vector3(Color::MAGENTA), TEST_LOCATION);
+ DALI_TEST_EQUALS( renderer.GetCurrentProperty< float >( DevelRenderer::Property::OPACITY ), 0.0f, 0.001f, TEST_LOCATION );
+
+ // The Renderer is transparent. So rendering is skipped. The state should not be changed.
+ DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Enable", blendStr.str().c_str() ) );
+ DALI_TEST_CHECK( !glEnableStack.FindMethodAndParams( "Disable", blendStr.str().c_str() ) );