Hello everyone,
I need to find a way to use alpha channel in my diffuse map texture, using alpha clamping (just like in gl is glAlphaFunct(GL_GEQUAL,0.9)), so triangles using this material will STILL write into depth buffer, and not be treated as semi-transparent triangles.
Idea is to use this for wires, cables, or billboards with images that have 0-1 alpha (just like 16bit png), and still have these objects be able to cast shadow.
In GL this is simply done by using glEnable(GL_ALPHA_TEST); and alpha function set to clamp all values that have less than 0.9 value (thus writing to fragment is ignored), while values greater than 0.9 will be written in both color and depth buffer.
How do you set this in Away3D?