Pebble Time layer transparency using alpha

I want to pre-test some bitmaps and then create a series of layers with small details. for example, the hands of a watch. I suggest that this can be done by me manually by combining the bitmaps in relation to the .a channel and sending it to BitmapLayer. But I was wondering if this could be achieved within the framework.

I am trying to understand whether transparency can be achieved. The documentation states that the alpha channel is used for mixing. However, I cannot achieve any form of mixing. I draw a layer using a callback and directly accessing the bitmap. The value .a has nothing to do with the depicted figure.

Where will the .a channel be used in the mix structure?

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With the new 3.0 SDK and colors, you'll need GCompOpSeta layout mode for transparency to work.

Just call bitmap_layer_set_compositing_mode()and set the layout mode to GCompOpSet.

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