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Home/ Questions/Q 7625371
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T05:11:00+00:00 2026-05-31T05:11:00+00:00

I’m seeing slightly dimmed color/alpha output from OpenGL in Linux. Instead of seeing a

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I’m seeing slightly dimmed color/alpha output from OpenGL in Linux. Instead of seeing a red component value of 1.0 I’m seeing ~.96988. For example, I have a fully red rectangle (red component = 1.0, alpha = 1.0, green and blue are zero). This dimming happens whether I enable my vertex/fragment shaders or not.

Lighting is disabled so no ambient or other light should be included in the color calculation.

glBegin(GL_POLYGON);
glColor4f(1.0, 0.0, 0.0, 1.0);
glVertex2f(0.0, 0.0);
glVertex2f(1.0, 0.0);
glVertex2f(1.0, 1.0);
glVertex2f(0.0, 1.0);
glEnd();

I take a screen-shot of the resulting window and then load the image into a paint program and examine any particular pixel. I see a red component integer value of 247 instead of 255 as I would expect. When I run this with the vertex shader enabled I see the gl_Color.r component is already < 1.0 and the gl_Color.a component is as well.

All OpenGL states are at the default values. What am I missing?

Edit due to question:
I determined that the value of the red component was ~.96988 by a crude and iterative process of inspecting it in the vertex shader and altering the blue component to signal when the red component was above a threshold value. I kept reducing the constant threashold value until I no longer saw purple. This did the trick:

if(gl_Color.r > 0.96988)
{
    gl_Color.b = 1.0;  \\ show purple instead of the slightly dimmed red.
}

Edit:

//VERTEX SHADER
varying vec2 texture_coordinate;
void main()
{
   gl_Position = ftransform();
   texture_coordinate = vec2(gl_MultiTexCoord0);
   gl_FrontColor = gl_Color;
}


//FRAGMENT SHADER
varying vec2 texture_coordinate;
uniform sampler2D Texture0;
void main(void)
{
    gl_FragColor = texture2D(Texture0, texture_coordinate) * gl_Color;
}

Texture0 in this instance is a fully saturated RED rectangle Red = 1.0, Alpha = 1.0. Without the texture, using vertex color, I get the same results; a slightly dimminished Red and Alpha component.

One more thing, the Red and Aplha channels are “dimmed” by the same amount. So something is causing a dimming of the entire color component. And as I stated in the main question this occurs whether I use shaders or the fixed punction pipeline.

Just for fun I performed a similar test in Windows using DirectX and this resulted in a rectangle with a Red component of 254; still slightly dimmed but just barely.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-31T05:11:01+00:00Added an answer on May 31, 2026 at 5:11 am

    I’m answering my own question because I resolved the issue and I was the cause. It turns out that I was incorrectly calculating the color channels, including alpha, for the vertices in my models when converting from binary to floating point. A silly error that introduced this slight dimming.

    For instance:

    currentColor = m_pVertices[i].clr; // color format ARGB
    float a = (1.0 / 256) * (m_pVertices[i].clr >> 24);
    float r = (1.0 / 256) * ((m_pVertices[i].clr >> 16) % 256);
    float g = (1.0 / 256) * ((m_pVertices[i].clr >> 8) % 256);
    float b = (1.0 / 256) * (m_pVertices[i].clr % 256);
    glColor4f(r, g, b, a);
    

    I should be dividing by 255. Doh!

    It seems the only dimming is in my brain and not in openGL.

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