Only use vertex alpha if color layer is present.
This was previously flagging far too many materials as transparent.
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@ -772,7 +772,7 @@ static void ReadMesh(RawModel &raw, FbxScene *pScene, FbxNode *pNode, const std:
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vertex.polarityUv0 = false;
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// flag this triangle as transparent if any of its corner vertices substantially deviates from fully opaque
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vertexTransparency |= (fabs(fbxColor.mAlpha - 1.0) > 1e-3);
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vertexTransparency |= colorLayer.LayerPresent() && (fabs(fbxColor.mAlpha - 1.0) > 1e-3);
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rawSurface.bounds.AddPoint(vertex.position);
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