vertices.PushBack( Vector2( x, y ) );
}
-void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NinePatchImage::StretchRanges& stretchPixels, uint16_t imageExtent)
+void RegisterStretchProperties( Renderer& renderer, const char * uniformName, const NPatchLoader::StretchRanges& stretchPixels, uint16_t imageExtent)
{
uint16_t prevEnd = 0;
uint16_t prevFix = 0;
uint16_t prevStretch = 0;
unsigned int i = 1;
- for( NinePatchImage::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
+ for( NPatchLoader::StretchRanges::ConstIterator it = stretchPixels.Begin(); it != stretchPixels.End(); ++it, ++i )
{
uint16_t start = it->GetX();
uint16_t end = it->GetY();
{
if( NPatchLoader::UNINITIALIZED_ID == mId && mImageUrl.IsLocalResource() )
{
- mId = mLoader.Load( mImageUrl.GetUrl(), mBorder );
+ bool preMultiplyOnLoad = mFactoryCache.GetPreMultiplyOnLoad() && !mImpl->mCustomShader ? true : false;
+
+ mId = mLoader.Load( mImageUrl.GetUrl(), mBorder, preMultiplyOnLoad );
+
+ EnablePreMultipliedAlpha( preMultiplyOnLoad );
}
if( ! mAuxiliaryPixelBuffer && mAuxiliaryUrl.IsValid() && mAuxiliaryUrl.IsLocalResource() )
const NPatchLoader::Data* data;
// 0 is either no data (load failed?) or no stretch regions on image
// for both cases we use the default shader
- NinePatchImage::StretchRanges::SizeType xStretchCount = 0;
- NinePatchImage::StretchRanges::SizeType yStretchCount = 0;
+ NPatchLoader::StretchRanges::SizeType xStretchCount = 0;
+ NPatchLoader::StretchRanges::SizeType yStretchCount = 0;
auto fragmentShader = mAuxiliaryPixelBuffer ? FRAGMENT_MASK_SHADER
: FRAGMENT_SHADER;