Am loading a model in three.js which has some meshes where the texture has an alpha channel. However there is no alpha applied to those parts of the mesh.
This is all in Three.js R67
This is my render set up.
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
This is the Model loading code.
loader.load( 'chris/Chris_RE6.obj', 'chris/Chris_RE6.mtl', function ( object ) {
mesh = object;
mesh.traverse( function ( child ) {
if ( child instanceof THREE.Mesh ) {
// child.material.map = texture;
child.castShadow = true;
}
} );
mesh.castShadow = true;
mesh.receiveShadow = true;
scene.add( mesh );
animate(new Date().getTime());
var myElement = document.querySelector(".loading");
myElement.style.display = "none";
} );
Am thinking that maybe I need to traverse the model and assign alphas manually? But that just sounds laborious! Imagine if i have high poly model with multiple transparencies? How would I deduce where on the mesh is the mesh that needs to be transparent? But am not even sure that line of thinking is even correct.

