In my quest to replace things with “real” sprite instance meshes, I am having a bunch of issues with blending mode / rendering quality. Basically, because I am having to convert things that worked fine using standard material, but I’ve started having issues when using shader material (1 big one being some meshes that are alpha blended cutting out areas from the meshes below them). But before I get into those I have 3 maybe simple related questions.
- Why is needAlphaTesting not working on this playground? https://www.babylonjs-playground.com/#TH2SV8#1
- How come, when I pass in a png texture with alpha transparency, gl_FragColor just ignores the alpha transparency value (well, without blend mode). Is there some gl setting to make it just do that by default or something (or is it a result of sampling of the texture going into the shader)?
- How come, if in the playground above you set sample_color.a to 0.0, the whole texture turns white?