Graphic3d_AlphaMode_Opaque = 0, //!< rendered output is fully opaque and alpha value is ignored
Graphic3d_AlphaMode_Mask, //!< rendered output is either fully opaque or fully transparent depending on the alpha value and the alpha cutoff value
Graphic3d_AlphaMode_Blend, //!< rendered output is combined with the background
+ Graphic3d_AlphaMode_MaskBlend, //!< performs in-place blending (without implicit reordering of opaque objects) with alpha-test
Graphic3d_AlphaMode_BlendAuto = -1, //!< special value defined for backward compatibility - it is equal to Graphic3d_AlphaMode_Blend when Material transparency is not zero and Graphic3d_AlphaMode_Opaque otherwise;
// since this check ignores possible transparency defined by per-vertex colors and textures - NOT recommended to use!