How do I get the OpenGL color matrix transforms working?
I’ve modified a sample program that just draws a triangle, and added some color matrix code to see if I can change the colors of the triangle but it doesn’t seem to work.
static float theta = 0.0f;
glClearColor( 1.0f, 1.0f, 1.0f, 1.0f );
glClearDepth(1.0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef( theta, 0.0f, 0.0f, 1.0f );
glMatrixMode(GL_COLOR);
GLfloat rgbconversion[16] =
{
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f
};
glLoadMatrixf(rgbconversion);
glMatrixMode(GL_MODELVIEW);
glBegin( GL_TRIANGLES );
glColor3f( 1.0f, 0.0f, 0.0f ); glVertex3f( 0.0f, 1.0f , 0.5f);
glColor3f( 0.0f, 1.0f, 0.0f ); glVertex3f( 0.87f, -0.5f, 0.5f );
glColor3f( 0.0f, 0.0f, 1.0f ); glVertex3f( -0.87f, -0.5f, 0.5f );
glEnd();
glPopMatrix();
As far as I can tell, the color matrix I’m loading should change the triangle to black, but it doesn’t seem to work. Is there something I’m missing?
The color matrix only applies to pixel transfer operations such as glDrawPixels which aren’t hardware accelerated on current hardware. However, implementing a color matrix using a fragment shader is really easy. You can just pass your matrix as a uniform mat4 then mulitply it with
gl_FragColor