I brought the classic “Bistro” glTF into Blender, and re-exported it as a .glb file. There’s some strangeness around alpha masking. Running a test program for glTF which uses Rend3 / WGPU, I get this:
Take a good look at the window curtains and the ivy near the archway. You can see the checkerboard pattern where something had an alpha channel but was treated as Opaque on export. I
The relevant glTF for the curtains is
{
"name":"MASTER_Curtains",
"normalTexture":{
"index":104
},
"pbrMetallicRoughness":{
"baseColorTexture":{
"index":105
},
"metallicRoughnessTexture":{
"index":106
}
}
},
with default alpha handling, which is, I think, Opaque/
The curtain image looks like this:
The material menu for the curtains:
Note that “Alpha” is “Channel packed”, which is puzzling. This .blend file was created by importing the .glTF file (actually a .glb file). What’s the appropriate setting for something that needs to have alpha clipping in .glTF?


