FIXED: needed a glShadeModel(GL_SMOOTH);
current result : http://prntscr.com/d3ev6j
public static void drawBlendRectangle(double x, double y, double x1, double y1, int... colors) {
glPushMatrix();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glShadeModel(GL_SMOOTH);
glBegin(GL_QUADS);
double height = (y1 - y) / colors.length;
for (int i = 0; i < colors.length - 1; i++) {
float cTop[] = RenderUtils.getRGBA(colors[i]);
float cBottom[] = RenderUtils.getRGBA(colors[i + 1]);
glColor4f(cTop[0], cTop[1], cTop[2], cTop[3]);
glVertex2d(x, y + i * height); // top-left
glVertex2d(x1, y + i * height); // top-right
glColor4f(cBottom[0], cBottom[1], cBottom[2], cBottom[3]);
glVertex2d(x1, y + i * height + height); // bottom-right
glVertex2d(x, y + i * height + height); // bottom-left
}
glEnd();
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glPopMatrix();
}
I've got an issue with getting my rectangle blend all of the colors in a fancy way, but can't get it to work Here's a picture: http://prntscr.com/d3767e
Here's the function I've created, I'm not very familiar with opengl so I don't really know if I'm missing a part in the blending process or I'm doing it completely wrong
public static void drawBlendRectangle(double x, double y, double x1, double y1, int... colors) {
glPushMatrix();
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBegin(GL_QUADS);
for (int i = 0; i < colors.length; i++) {
float c[] = RenderUtils.getRGBA(colors[i]);
double height = (y1 - y) / colors.length;
glColor4d(c[0], c[1], c[2], 0.5f);
glVertex2d(x, y + i * height); // top-left
glVertex2d(x1, y + i * height); // top-right
glVertex2d(x1, y + i * height + height); // bottom-right
glVertex2d(x, y + i * height + height); // bottom-left
}
glEnd();
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glPopMatrix();
}
getRGBA(...) only gives out a float array of colors from the integer color value, that's not an issue
Thanks in advance