Hi!
I was tasked with modifying some existing OpenGL 1.x code (a panoramic picture viewer, where the panorama is split into the six faces of a cube) so we’re able to draw lines/points on top of the loaded textures, where the points are the mouse coordinates unprojected to object coordinates.
I wrote a test program with a coloured cube just to try the line painting on top of it:
[ATTACH=CONFIG]902[/ATTACH]
I got this with the code pushing the GL_DEPTH_BUFFER_BIT attribute to the stack, disabling it before painting the points and poping the stack attribute after I have done with the painting.
I tried to use that same approach in the existing application, but I got these results (here, I’m trying only to paint a point):
[ATTACH=CONFIG]903[/ATTACH]
I specified red as the color for the point but, as you can see, it doesn’t have the desired one. I thought it might be due to blending and that it might be mixing its color with the underlying texture, so I pushed the GL_BLEND attribute to the stack as well and disabled it before painting, but the point isn’t getting the desired color anyway.
What is happening here? Is there a way to “force” the pipeline to paint the point red?
Cheers,
Andrés.