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authorNat Goodspeed <nat@lindenlab.com>2024-03-26 16:55:32 -0400
committerNat Goodspeed <nat@lindenlab.com>2024-03-26 16:55:32 -0400
commitc810a409e22b90ebacb9946f8a4084ef0ad78d64 (patch)
tree9fc508213bd00db70fc7aba7f3d4995541266f11 /doc
parent656d1826e665b477e85ec3cf6db07677a3b88852 (diff)
parentdd74c2cbd542daa8d6cedba7ba7a68268f7b73d3 (diff)
Merge GLTF PBR Maint 2 to main.
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+Textures imported via Build->Upload->Material that have an all opaque (255) alpha channel should have their alpha channel removed before upload.
+
+1. Make 4 images that have different colors but all 255 alpha channels
+2. Upload them all using Build->Upload->Material, with one in each of the material texture slots
+3. Verify that using the textures as a blinn-phong diffuse map does not make the corresponding face render in the alpha pass (face should stay visible after disabling alpha pass by unchecking Advanced->Render Types->Alpha).