mSourceRenderTask.SetInputEnabled(false);
mSourceRenderTask.SetExclusive(false);
+ // Clear inputBackgroundTexture as scene holder background.
+ mSourceRenderTask.SetClearEnabled(true);
+ mSourceRenderTask.SetClearColor(sceneHolder.GetBackgroundColor());
+
// Blur tasks
SetRendererTexture(mHorizontalBlurActor.GetRendererAt(0), mInputBackgroundFrameBuffer);
mHorizontalBlurTask = taskList.CreateTask();
mHorizontalBlurTask.SetCameraActor(mRenderDownsampledCamera);
mHorizontalBlurTask.SetFrameBuffer(mTemporaryFrameBuffer);
+ // Clear temporaryTexture as Transparent.
+ mHorizontalBlurTask.SetClearEnabled(true);
+ mHorizontalBlurTask.SetClearColor(Color::TRANSPARENT);
+
SetRendererTexture(mVerticalBlurActor.GetRendererAt(0), mTemporaryFrameBuffer);
mVerticalBlurTask = taskList.CreateTask();
mVerticalBlurTask.SetSourceActor(mVerticalBlurActor);
mVerticalBlurTask.SetCameraActor(mRenderDownsampledCamera);
mVerticalBlurTask.SetFrameBuffer(mSourceFrameBuffer);
+ // Clear sourceTexture as Transparent.
+ mVerticalBlurTask.SetClearEnabled(true);
+ mVerticalBlurTask.SetClearColor(Color::TRANSPARENT);
+
// Inject output to control
Renderer renderer = GetTargetRenderer();
if(mIsBackground)