| Original |
gltfpack Converted |
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I tested this vertex color based alpha masking test model, which is rendered as the left image. When I converted the model, then it is rendered as the right image. Notice that the red X mark is appeared, which should not be.
The X-mark mesh primitive has alphaMode=MASK material, and its vertex color alpha is 0.48, which is less than alphaCutoff=0.5, should be discarded in the fragment shader. However, I noticed gltfpack converted the material's alpha mode as OPAQUE. Seems like gltfpack optimizes asset without considering vertex color alpha attributes.
I tested this vertex color based alpha masking test model, which is rendered as the left image. When I converted the model, then it is rendered as the right image. Notice that the red X mark is appeared, which should not be.
The X-mark mesh primitive has
alphaMode=MASKmaterial, and its vertex color alpha is 0.48, which is less thanalphaCutoff=0.5, should be discarded in the fragment shader. However, I noticed gltfpack converted the material's alpha mode asOPAQUE. Seems like gltfpack optimizes asset without considering vertex color alpha attributes.