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lasalvavida avatar lasalvavida commented on May 28, 2024 1

Maybe I wasn't as clear as I could have been.

I'm not saying that glTF 2.0 PBR doesn't support transparent textures.

I'm saying that there is no 1:1 property mapping for a COLLADA transparent image map/mask like the one given in this example for glTF materials.

Image processing would be required to combine/modify textures into something usable which is currently out of scope for this project.

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lasalvavida avatar lasalvavida commented on May 28, 2024

See my comment here: #121 (comment)

glTF 2.0 PBR doesn't have a concept of a transparency texture, and KHR_materials_common for 1.0 doesn't either.

We could technically do this in the shader generation, but that would only work for 1.0 models.

This would require image processing to support properly that is out of the scope of this project for the time being at least. A message is printed now in this case so that you are at least notified that the texture will be omitted.

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emackey avatar emackey commented on May 28, 2024

glTF 2.0 PBR can do alpha masking or alpha blending via the base color (texture/factor)'s alpha channel, paired with a material setting.

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