I started to create a puzzle-bobble like in OpenGL and I want to draw some little sphere in one color, transparent and without any texture (to win some frame per sec). I have no problem to draw any mesh with 32 bits texture but I can not draw a sphere with smooth shading, a 4 channels color and no texture.
I use glColor(); before sending vertices to my 3d card via glBegin. I tried to change the ambient value of my light but it doesn’t resolve my problem. I checked many tutorials but there isn’t a tutorial on alpha blending w/o texture and lighting …
If you’re using lighting, the alpha value that results from lighting is the alpha of your diffuse material.
Don’t use color material unless you have to.
It is preferable to set the color outside a Begin/End. (Setting Material inside a Begin/End is also allowed but is very bad practice. Use ColorMaterial if you really, really, really have to change your material per-vertex.)
So Matt, are you saying that glMaterial is preferable to Using ColorMaterial for per object colour changes? (as opposed to per polygon, or per vertex).