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Alpha coverage is underspecified #1457
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I believe that the term "alpha coverage" implies a simple over operator so lighting is not considered. i.e. it should currently work as a fade. This is why, I'd like an extension for simple optical transparency. See #1385 |
Specifically,
A gauze cloth with near-zero coverage would not have much if any specular reflection. Proper support for transparency/translucency is being discussed in #1385, and generally the future of glTF materials is being brainstormed in #1442. |
@MiiBond I saw #1385 before filing this but it goes much further than I intended with this issue. I'm also extremely interested in optical transparency though :) @emackey It's what the spec says indeed but it seems to be used for transparency today, as there is no other way. I just read #822 and the discussion there is interesting. While I agree with the sentiment, the reality is that today glTF models use alpha coverage as transparency. |
Some of this (premultiplied alpha, FADE mode) could perhaps be covered more explicitly in a possible KHR_blend extension. |
The spec does say, |
I don't remember seeing it before either. And does it mean the texture is not store premultiplied or that you should not alpha multiply the RGB channels during shading? And if so, why? |
This sentence in the spec refers to the state in which the data is stored. I don't think that multiplication during shading is generally called "premultiplication". Feel free to reopen if there are more clarifications needed. |
The glTF 2.0 specification is very vague on how alpha coverage should be supported. I do agree with what this phrase from the spec:
I however believe that the spec could be more opinionated here. Here are several issues that could (and should IMO) be addressed by the spec:
BLEND
case, but it should be more explicitly described).BLEND
mode I think this should be explicitly disallowed.The text was updated successfully, but these errors were encountered: