//Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
- if( IsPreMultipliedAlphaEnabled() )
- {
- EnablePreMultipliedAlpha( true );
- }
+ EnablePreMultipliedAlpha( IsPreMultipliedAlphaEnabled() );
}
void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage )
mWrapModeV, textureObserver, atlasUploadObserver, atlasManager,
mOrientationCorrection, forceReload, preMultiplyOnLoad);
- if( textures && preMultiplyOnLoad == TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD)
+ if( textures )
{
- EnablePreMultipliedAlpha( true );
+ EnablePreMultipliedAlpha( preMultiplyOnLoad == TextureManager::MultiplyOnLoad::MULTIPLY_ON_LOAD );
}
if( atlasing ) // Flag needs to be set before creating renderer
{
mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, mAtlasRect );
}
- else if( preMultiplied )
- {
- EnablePreMultipliedAlpha( true );
- }
+
+ EnablePreMultipliedAlpha( preMultiplied );
actor.AddRenderer( mImpl->mRenderer );
// reset the weak handle so that the renderer only get added to actor once