+ SetupTransition( transition, animator, index, initialMixColor, targetMixColor );
+ if( animateOpacity )
+ {
+ SetupTransition( transition, animator, mImpl->mOpacityIndex, initialOpacity, targetOpacity );
+ SetupBlendMode( transition, isOpaque, animator.animate );
+ }
+ }
+}
+
+void Visual::Base::SetupBlendMode( Animation& transition, bool isInitialOpaque, bool animating )
+{
+ // Ensure the blend mode is turned on if we are animating opacity, and
+ // turned off after the animation ends if the final value is opaque
+ if( ! isInitialOpaque || mImpl->mMixColor.a < 1.0f )
+ {
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
+
+ if( animating == true && mImpl->mMixColor.a >= 1.0f )
+ {
+ // When it becomes opaque, set the blend mode back to automatically
+ if( ! mImpl->mBlendSlotDelegate )