title: Libgdx loading blender model, transparency incorrect
body: <p>I'm using libGdx 1.9.6 and I've got an issue. I've searched multiple forums, read various tutorials but nothing fits. I've created a simple cube in blender, textured it and export it to FBX (using fbx-conv). I've also downloaded the BDX-Blender-Exporter. I've tested Blender 2.69 and 2.76b without any changes to the result.</p>
  
  <p>The model is loaded and shown : </p>
  
  <p><a href="https://imgur.com/VNX9oQE" rel="nofollow noreferrer">blended cube</a></p>
  
  <p>If I change the background color to (0,0,0,0) or (0,0,0,1) then only a black screen appears. </p>
  
  <p>Here's the code (libGDX 1.9.6, Android-Studio 2.3.3)</p>
  
  <pre><code>public class modelloader implements ApplicationListener {
  private PerspectiveCamera camera;
  private ModelBatch modelBatch;
  private Model model;
  private ModelInstance modelInstance;
  private Environment environment;
  private CameraInputController camController;
  
  private AssetManager as;
  
  @Override
  public void create() {
  
      camera = new PerspectiveCamera(
              75,
              Gdx.graphics.getWidth(),
              Gdx.graphics.getHeight());
  
      camera.position.set(0f,0f,7f);
      camera.lookAt(0f,0f,0f);
  
      camera.near = 0.1f;
      camera.far = 300.0f;
  
      modelBatch = new ModelBatch();
  
      as = new AssetManager();
      as.load("moon.g3db",Model.class);
      as.finishLoading();
      model = as.get("moon.g3db",Model.class);
  
  
      model.materials.get(0).set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA));
  
      modelInstance = new ModelInstance(model);
  
      modelInstance.transform.rotate(1, 0, 0, 0);
      modelInstance.transform.translate(0, 0, -2);
      environment = new Environment();
      environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.8f, 0.8f, 0.8f, 1.0f));
      environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.8f, 0.3f, 1f));
      camController = new CameraInputController(camera);
      camController.forwardTarget = true;
      Gdx.input.setInputProcessor(camController);
  }
  
  @Override
  public void dispose() {
      modelBatch.dispose();
      model.dispose();
  }
  
  @Override
  public void render() {
      camController.update();
      Gdx.gl20.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
      Gdx.gl20.glClearColor(1,1,1,0);
      Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
  
      camera.update(true);
  
      modelBatch.begin(camera);
      modelBatch.render(modelInstance, environment);
      modelBatch.end();
  
  }
  </code></pre>
  
  <p>The model is also only shown when the line </p>
  
  <pre><code>model.materials.get(0).set(new BlendingAttribute(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA));
  </code></pre>
  
  <p>exists.</p>
  
  <p>Here's the blender file :</p>
  
  <p><a href="http://www.filehosting.org/file/details/700207/cube.blend" rel="nofollow noreferrer">cube.blend</a></p>
  
  <p>Where could be the problem?</p>