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.