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WebGLRenderer: Add support for GLTF opaque alpha_mode #22428
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Another option that my younger-self proposed was: material.format = THREE.RGBFormat; |
I think for the time being I'm going to go with |
I'm OK with I do not really like the name |
Maybe yeah... Although GLTF is currently confusing. Getting transmission to work in
|
I guess I think of glTF's |
I see. That makes sense. |
Setting |
Yeah... I'm going to continue working on this issue this month. |
/cc #22598 (comment) |
Related issue: #22414 #22424
Description
I think this is how GLTF's OPAQUE ALPHA_MODE is supposed to behave.
(Ab)using
blending
doesn't feel right though.We should be able to reuse
NormalBlending
, but we need a way to trigger the#define OPAQUE
in the shader./cc @donmccurdy @WestLangley @elalish