Property::Map imagePropertyMap;
imagePropertyMap.Insert(Toolkit::Visual::Property::TYPE, Toolkit::Visual::IMAGE);
imagePropertyMap.Insert(Toolkit::ImageVisual::Property::URL, imageUrl.GetUrl());
+ // To make sure this visual call LoadTexture API immediate.
+ imagePropertyMap.Insert(Toolkit::ImageVisual::Property::LOAD_POLICY, Toolkit::ImageVisual::LoadPolicy::IMMEDIATE);
+ imagePropertyMap.Insert(Toolkit::ImageVisual::Property::RELEASE_POLICY, Toolkit::ImageVisual::ReleasePolicy::DESTROYED);
// To flip rendered scene without CameraActor::SetInvertYAxis() to avoid backface culling.
imagePropertyMap.Insert(Toolkit::ImageVisual::Property::PIXEL_AREA, Vector4(0.0f, 1.0f, 1.0f, -1.0f));
mVisual = Toolkit::VisualFactory::Get().CreateVisual(imagePropertyMap);
+ // Use premultiplied alpha when we use FBO
+ if(mVisual)
+ {
+ Toolkit::GetImplementation(mVisual).EnablePreMultipliedAlpha(true);
+ }
+
Toolkit::DevelControl::RegisterVisual(*this, RENDERING_BUFFER, mVisual);
mRenderTask.SetFrameBuffer(mFrameBuffer);