Hardware composition provides a high-performance way to composite multiple windows using the layers of the display controller. Composite multiple windows if your Kanzi application consists of multiple applications layered on top of each other, such as a cluster with an overlay. When you use hardware composition you can develop and run each of these applications separately.
Hardware composition creates a composition target that you can use like a texture. To get correct results, the hardware composition must use premultiplied alpha. See Alpha premultiplication.
When the Screen Clear Color property of the Screen node is set, Kanzi writes the color value directly to the screen output. This means that the Screen Clear Color RGB values must be premultiplied with the alpha value.
If the hardware composition does not use premultiplied alpha, you must convert to non-premultiplied alpha the RGBA values that Kanzi outputs. To convert the RGBA values to non-premultiplied alpha:
For example:
If your project does not contain the DefaultBlit material type, in the Library > Materials and Textures press Alt and right-click Material Types, and select DefaultBlit.

uniform sampler2D ContentTexture;
varying mediump vec2 vTexCoord;
void main()
{
precision lowp float;
vec4 color = texture2D(ContentTexture, vTexCoord);
if(color.a > 0.0)
{
color.rgb /= color.a;
}
gl_FragColor = color;
}


to go to the material that the Material Brush uses, and make sure that the Blend Mode property of the material is set to Opaque.
