Code :void main() { gl_FrontColor = vec4(0.0,0.0,1.0,1.0); gl_BackColor = vec4(0.5,0.5,0.5,1.0); gl_Position = ftransform(); }gl_BackColor gets ignored in the fragment shader.Code :void main() { gl_FragColor = vec4(gl_Color); }
repro:
0) start render monkey or shader designer and paste this code in
1) disable backface culling
2) set plane as a test model
3) rotate the plane - plane back and front face have the same blue color when they should have blue at front and grey at back.
Can any of you guys please double-check and confirm the bug?



