+ case BlendMode::USE_ACTOR_OPACITY: // the renderer should never use blending
+ {
+ // renderer should determine opacity using the actor color
+ float alpha = node.GetWorldColor(updateBufferIndex).a;
+ if(alpha <= FULLY_TRANSPARENT)
+ {
+ opacityType = Renderer::TRANSPARENT;
+ }
+ else if(alpha < FULLY_OPAQUE)
+ {
+ opacityType = Renderer::TRANSLUCENT;
+ }
+ else
+ {
+ opacityType = Renderer::OPAQUE;
+ }
+ break;
+ }