Right now, I have more than 25 vertices that form a model. I want to interpolate color linearly between the first and last vertex. The Problem is when I write the following code
glColor3f(1.0,0.0,0.0);
vertex3f(1.0,1.0,1.0);
vertex3f(0.9,1.0,1.0);
.
.`<more vertices>;
glColor3f(0.0,0.0,1.0);
vertex3f(0.0,0.0,0.0);
All the vertices except that last one are red. Now I am wondering if there is a way to interpolate color across these vertices without me having to manually interpolate color (instead natively, like how opengl does it automatically) at each vertex since, I will be having a lot more number of colors at various vertices. Any help would be extremely appreciated.
Thank you!
OpenGL will interpolate colors of pixels between one vertex and the next, but I don’t know of any way to get it to automatically interpolate the values for intermediate vertexes. Normally, that’s not particularly difficult though — you don’t want to write code for each individual vertex anyway, so adding the computation is pretty trivial:
One thing though: this does purely linear interpolation per vertex. It does not, for example, attempt to take into account the distance between one vertex and the next. I’d guess questions of how to do things like this are (at least part of) why OpenGL doesn’t attempt this on its own.
Edit: for a gradient across a hemisphere, I’d try something like this:
For the moment, I’ve done the outside of a sphere, but doing a hemisphere isn’t drastically different.