Hello,
I am working on a LSL script to be able to use transparency on a PBR material applied to a Mesh object.
I am switching from OPAQUE to BLEND but doing so i am loosing the tint color memorized in a constant.
starting from:
PRIM_GLTF_BASE_COLOR, ALL_SIDES, Part3Text, PrimTextRepeatsText, PrimTextOffsetsText, PrimTextRotationText,ActiveColor,Transp,PRIM_GLTF_ALPHA_MODE_OPAQUE,Maskcutoff,Dside,
ending:
PRIM_GLTF_BASE_COLOR, ALL_SIDES, Part3Text, PrimTextRepeatsText, PrimTextOffsetsText, PrimTextRotationText,ActiveColor,Transp,PRIM_GLTF_ALPHA_MODE_BLEND,Maskcutoff,Dside,
The effect is that the Tint value of the base color is being modified to a different value in the same color range,
Example Black <0.0,0.0,0.0> is turning to grey <0.25,0.25,0.25> for no reason.
Why???
It does the same effect to any memorized tint value,
a blue dark is turning to turquoise,
a dark red turn bright red,
etc...
I am only changed the PRIM_GLTF_ALPHA_MODE from Opaque to Blend and it create that bug.
Anyone knows how to fix it?
Thank you.