<div dir="ltr">Hi Darshan,<div><br></div><div>Your collada export looks good (examining output by hand), but I can't test with Unity import of that until tonight. I think you should now work on some kind of hacky way of visualizing the alpha when in Vertex Paint mode. You can basically follow the method used in Fabio's patch but ignoring the legacy changes (those are gone now). The copying of the mcols has moved too. You basically want to do these things:</div><div>- in cdderivedmesh.c, in function cdDM_drawMappedFaces</div><div> * use glEnable(GL_BLEND) and glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) somewhere before drawing the elements (the GPU_buffer_draw_elements call) and then glDisable(GL_BLEND) somewhere after, but only in the cases where colType is CD_MLOOPCOL. For now, maybe only worry about the case when setDrawOptions is NULL</div><div>- change cdDM_buffer_copy_mcol to copy 4 bytes at a time instead of 3</div><div>- in gpu_buffers.c:</div><div> * change the gpu_buffer_type_settings to make the mcol buffer have stride 4 instead of 3</div><div> * in GPU_color_setup, change the glColorPointer call to specify 4 unsiged bytes rather than 3.</div><div><br></div><div>After doing this, we need to see if we've broken anything else in Blender -- need to check all uses of the color buffer to see that they will be properly populated by 4 bytes instead of 3, and that for the non-vertex-paint cases, the alpha byte will be 255.</div><div><br></div><div>- Howard</div><div><br></div><br><div class="gmail_quote"><div dir="ltr">On Wed, Jul 12, 2017 at 10:41 PM Darshan kadu <<a href="mailto:darsh7807@gmail.com" target="_blank">darsh7807@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="auto">Thank you, Mr. Howard.<div dir="auto">I will try to test it after the collada.</div></div><div class="gmail_extra"><br><div class="gmail_quote"><br></div></div>
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