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• Updated get_trimesh_props to copy alphaMode for PBRMaterial • Updated mesh.frag to discard fragments with alpha <= alphaThreshold • Added new define: IS_MASK_ALPHA_MODE
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I was experiencing issues rendering textures with the
MASKalpha mode. Some faces would render through the transparent sections and some simply wouldn't. I tracked this down to being caused by the depth buffer treating the transparent sections as opaque.Here is an example of the depth buffer for a masked texture using the current version of pyrender:


And the same texture after my changes:
I have added a check in
mesh.fragto discard the fragment if the alpha is less than the material's alpha cutoff. I have also added a new defineIS_MASK_ALPHA_MODEspecifying if the alpha mode is set toMASK.Thank you for taking the time to read, let me know if you have any suggestions!