InitializeRenderer();
mBorderColorIndex = mImpl->mRenderer.RegisterProperty( Toolkit::BorderVisual::Property::COLOR, COLOR_NAME, mBorderColor );
- if( ( mBorderColor.a < 1.f || mAntiAliasing ) || IsAdvancedBlendEquationApplied() )
+ if( mBorderColor.a < 1.f || mAntiAliasing )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
mImpl->mRenderer.RegisterProperty( BLUR_RADIUS_NAME, mBlurRadius );
- if( mImpl->mMixColor.a < 1.f || !EqualsZero( mBlurRadius ) || IsAdvancedBlendEquationApplied() )
+ if( !EqualsZero( mBlurRadius ) )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::ON );
}
mImpl->mRenderer.SetTextures( textureSet );
// If opaque and then no need to have blending
- if( mIsOpaque && !IsAdvancedBlendEquationApplied() )
+ if( mIsOpaque )
{
mImpl->mRenderer.SetProperty( Renderer::Property::BLEND_MODE, BlendMode::OFF );
}
return mImpl->mFlags & Impl::IS_PREMULTIPLIED_ALPHA;
}
-bool Visual::Base::IsAdvancedBlendEquationApplied() const
-{
- return IsPreMultipliedAlphaEnabled() && DevelRenderer::IsAdvancedBlendEquationApplied( mImpl->mRenderer );
-}
-
void Visual::Base::DoSetOffScene( Actor& actor )
{
actor.RemoveRenderer( mImpl->mRenderer );
bool IsPreMultipliedAlphaEnabled() const;
/**
- * @brief Query whether advanced blend equation is applied.
- *
- * @return True is advanced blend equation is applied, false otherwise.
- */
- bool IsAdvancedBlendEquationApplied() const;
-
- /**
* @brief Sets properties of custom shader
* @param[in] propertyMap Property map containing the custom shader data
*/