Transparency in Android

Yes, setAlphaFallOff() doesn’t work on Android as was mentioned at least three times in this thread already. I guess it’s nice to summarize again, though.
Was under the impression that the alpha discard did not work without shaders , which is not the case. Plus, this solution works on RC2. Thought an alternate solution might help others if searched in the future. Not trying to play captain obvious or condescending.
@mr.ljwilliams said: Was under the impression that the alpha discard did not work without shaders , which is not the case. Plus, this solution works on RC2. Thought an alternate solution might help others if searched in the future. Not trying to play captain obvious or condescending.

AlphaDiscardThreshold does not work without shaders. It works with the stock JME Lighting and Unshaded materials… which have shaders.

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AlphaDiscardThreshold does not work without shaders. It works with the stock JME Lighting and Unshaded materials… which have shader
Thanks for the correction. So you are saying that setting AlphaDiscardThreshold triggers the shader in the JME Lighting material created by converting a blend file to j3o? Would there be any negative side effects from doing things this way?

Thanks in advance.

@mr.ljwilliams said: Thanks for the correction. So you are saying that setting AlphaDiscardThreshold triggers the shader in the JME Lighting material created by converting a blend file to j3o? Would there be any negative side effects from doing things this way?

Thanks in advance.

AlphaDiscardThreshold is a uniform that Lighting and (as of the latest version) Unshaded define to control the behavior if when a pixel with alpha is discarded. Basically, Lighting.frag and Unshaded.frag both have:
if( alpha < AlphaDiscardThreadhols ) discard;

When you load a blend file then it uses one of these materials… or maybe it always uses Lighting. I actually don’t know.