How a material treats alpha, matching glTF's alphaMode
'opaque' (default): draws fully opaque, ignoring BaseMaterial3D#alpha and the alpha
of textures and vertex colours. In an image pixi premultiplies, such as a PNG, a texel with
alpha 0 draws black.
'blend': alpha-blended over what is behind it. Blended meshes draw back to front by each
mesh's origin, not per triangle, so large or overlapping ones can draw in the wrong order.
How a material treats alpha, matching glTF's
alphaMode'opaque'(default): draws fully opaque, ignoring BaseMaterial3D#alpha and the alpha of textures and vertex colours. In an image pixi premultiplies, such as a PNG, a texel with alpha 0 draws black.'mask': fragments with alpha below BaseMaterial3D#alphaCutoff are discarded'blend': alpha-blended over what is behind it. Blended meshes draw back to front by each mesh's origin, not per triangle, so large or overlapping ones can draw in the wrong order.