Hi there, i have one little problem with a task that seemed quite simple at the beginning, but is not that easy.
I have a scene, with meshes all over the place. Some meshes represent simple geometrical objects, with plain outline and fill, some others are textured, and some have both texture and per-vertex color blending with the texture itself.
Now, the problem is about fading the whole scene in and out. when a mesh with per-vertex color is rendered, the values provided with glColor4f are ignored, so i can’t simply specify
glColor4f(1,1,1,a)
and programmatically change ‘a’ over time to reach my purpose.
So the question is: How can i mix glColor4v() and vertices color w/o creating the mesh again over and over?
Thanks in advance