enum mrpt::viz::TAlphaMode
Overview
How the alpha channel of a texture is used, as glTF alphaMode. More…
#include <CVisualObject.h> enum TAlphaMode { Auto = 0, Opaque, Mask, Blend, };
Detailed Documentation
How the alpha channel of a texture is used, as glTF alphaMode.
See also:
VisualObjectParams_TexturedTriangles::setAlphaMode()
Enum Values
Auto
The default: Mask if the texture alpha is (nearly) binary, Opaque if it is fully opaque, or Blend otherwise.
Opaque
Alpha is ignored.
Mask
Cutout: fragments with alpha below the cutoff are discarded, and the rest are fully opaque.
Correct in any drawing order, also in shadows and depth images. Best for foliage, fences, etc.
Blend
Alpha blending, for semi-transparent surfaces.