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Fix a custom shader issue
[platform/core/uifw/dali-toolkit.git]
/
dali-toolkit
/
internal
/
visuals
/
image
/
image-visual.cpp
diff --git
a/dali-toolkit/internal/visuals/image/image-visual.cpp
b/dali-toolkit/internal/visuals/image/image-visual.cpp
index
faeeaec
..
2fb7e5d
100644
(file)
--- a/
dali-toolkit/internal/visuals/image/image-visual.cpp
+++ b/
dali-toolkit/internal/visuals/image/image-visual.cpp
@@
-689,10
+689,7
@@
void ImageVisual::CreateRenderer( TextureSet& textureSet )
//Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
//Register transform properties
mImpl->mTransform.RegisterUniforms( mImpl->mRenderer, Direction::LEFT_TO_RIGHT );
- if( IsPreMultipliedAlphaEnabled() )
- {
- EnablePreMultipliedAlpha( true );
- }
+ EnablePreMultipliedAlpha( IsPreMultipliedAlphaEnabled() );
}
void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage )
}
void ImageVisual::CreateNativeImageRenderer( NativeImage& nativeImage )
@@
-779,9
+776,9
@@
void ImageVisual::LoadTexture( bool& atlasing, Vector4& atlasRect, TextureSet& t
mWrapModeV, textureObserver, atlasUploadObserver, atlasManager,
mOrientationCorrection, forceReload, preMultiplyOnLoad);
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
}
if( atlasing ) // Flag needs to be set before creating renderer
@@
-1087,10
+1084,8
@@
void ImageVisual::UploadComplete( bool loadingSuccess, int32_t textureId, Textur
{
mImpl->mRenderer.RegisterProperty( ATLAS_RECT_UNIFORM_NAME, mAtlasRect );
}
{
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
actor.AddRenderer( mImpl->mRenderer );
// reset the weak handle so that the renderer only get added to actor once