GradientVisual::GradientVisual( VisualFactoryCache& factoryCache )
: Visual::Base( factoryCache ),
- mGradientType( LINEAR )
+ mGradientType( LINEAR ),
+ mIsOpaque( true )
{
mImpl->mFlags |= Impl::IS_PREMULTIPLIED_ALPHA;
}
mImpl->mRenderer = Renderer::New( geometry, shader );
mImpl->mRenderer.SetTextures( textureSet );
+ // If opaque then no need to have blending
+ if( mIsOpaque )
+ {
+ mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
+ }
+
mImpl->mRenderer.RegisterProperty( UNIFORM_ALIGNMENT_MATRIX_NAME, mGradientTransform );
//Register transform properties
{
mGradient->AddStop( offsetArray[i], Vector4(color.r*color.a, color.g*color.a, color.b*color.a, color.a));
numValidStop++;
+ if( ! Equals( color.a, 1.0f, Math::MACHINE_EPSILON_1 ) )
+ {
+ mIsOpaque = false;
+ }
}
}
}