I’m stuck with opengl 1.0 es, since my target is android phones*. However this question regards just triangle fans and colors.
I’ve generated an array of vertices forming a circular shape, drawing it as a closed triangle fan. I’m not packing my array (will do in the future), so I’m loading my color array separately. My goal is to have a smooth HSV gradient per subsequent triangle of the fan. Which works along the edge; however, towards the center of the triangle fan the color blends to the original color set the first iteration of the loop. So instead of a smooth rainbow per say, each subsequent triangle correctly graduates in color along the edge, but blends to that original color set with the first vertex / origin of the fan.
My question is is there any way to update the color value of the “implicit vertex” (represented by the origin) of each subsequent triangle? Or do I have to use another primitive all together?
If anything is unclear, let me know!
Thanks for any help!
- Android phones support opengles 2.0, however that is near-future work. Also, I’m stuck using only triangle primitives, no quads.
Update:
While not solving the problem above, I used a circular triangle strip, so I could graduate the color of the inner set of vertices. However this makes the vertex buffer at least twice as large, which is undesirable.