@gouessej : glAlphaFunc is a special case... There are many people who still use it in the RenderState even though they shouldn't cause its gone in OGL3 and Android. All of the jME3 core shaders do it properly by using an alpha discard threshold and do not rely on glAlphaFunc. On the other hand for OpenGL1 we have bindings that allow you to bind the alpha discard threshold parameter into the fixed binding which ends up in a call to glAlphaFunc.
We can support it on desktop, by checking if the GL is GL2 and if so enabling alpha func. However I think we should have some sort of warning shown so that users know not to rely on it in the future.
The problem is that it won't work if someone uses a forward compatible profile, you see what I mean. I will follow your suggestion even though I think it should be completely removed.
Btw @gouessej , feel free to tell @sgothel he's more than welcome to join us in this thread It seems the two of you are actively communicating, which is great, but it'd be even greater if his input was provided in this thread directly. That way there's less branching of the discussion and fewer details left out.
Yes of course, Sven knows he's welcome here.
Slightly off topic: Unshaded does not have an alpha discard threshold. It should probably be added... and BitmapFont's loader should probably be setup to turn it on so that text doesn't z-fight with itself.
As it is, alpha test is still required in some cases.
Ok, it is less simple than I thought.