Composite render textures with alpha in every backend - #5
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All five backends wrapped their Rive render target for the scene graph via createTextureFromRhiTexture without the QQuickWindow::TextureHasAlphaChannel option, so QSGSimpleTextureNode composited the texture as opaque: the renderer's transparent clear (clearColor 0) came out solid black wherever the artboard didn't cover the item. Invisible with Fit.Cover full-bleed artwork — every pixel is painted — which is why it survived this long; any artboard smaller than the item (badges, spot animations over app backgrounds) showed a black box. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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All five backends wrapped their Rive render target for the scene graph via createTextureFromRhiTexture without the
QQuickWindow::TextureHasAlphaChannel option, so QSGSimpleTextureNode composited the texture as opaque: the renderer's transparent clear (clearColor 0) came out solid black wherever the artboard didn't cover the item.
Invisible with Fit.Cover full-bleed artwork — every pixel is painted — which is why it survived this long; any artboard smaller than the item (badges, spot animations over app backgrounds) showed a black box.
Co-Authored-By: Claude Fable 5 noreply@anthropic.com