HlmsBlendblock::mSourceBlendFactor = SBF_ONE
HlmsBlendblock::mDestBlendFactor = SBF_ONE_MINUS_SOURCE_ALPHA
HlmsBlendblock::mBlendOperation = SBO_ADD
But it always renders the material in some kind of additive way, it's never fully opaque, even when the alpha value is full 0xFF.

HlmsUnlitDatablock::setAlphaTest( CMPF_GREATER ); kinda works for solid pictures where alpha means holes, but it loses the transparency.

And no, that glass dome wasn't looking very right in the transparent version either - glass needs to be less transparent.
//Also, I'm using manual textures loaded from raw pixel data, and supposedly hardware generated mipmaps evidently contain random vram junk instead of the actual textures, I've even seen bits of my browser window's contents in place of mipmaps. How to force generate proper ones? I'm using OpenGL, if it's relevant.
