You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
It's possible that I don't fully understand Blender, but it's my understanding that gltf lets you store vertex colors in RGBA format while Blender only accepts vertex colors in RGB format. So the importer ends up discarding the extra alpha values of the vertex colors in a gltf file. Is it possible to stash those alpha values into a second vertex color attribute during import? So the importer would create a COLOR_0 and a ALPHA_0/COLOR_0_ALPHA or something like that.
The text was updated successfully, but these errors were encountered:
It's possible that I don't fully understand Blender, but it's my understanding that gltf lets you store vertex colors in RGBA format while Blender only accepts vertex colors in RGB format. So the importer ends up discarding the extra alpha values of the vertex colors in a gltf file. Is it possible to stash those alpha values into a second vertex color attribute during import? So the importer would create a COLOR_0 and a ALPHA_0/COLOR_0_ALPHA or something like that.
The text was updated successfully, but these errors were encountered: