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global alpha + glColorPointer

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Hi - I am using a per vertex color via VBOs and glColorPointer. The per vertex colors are currently RGB, no alpha. Is there a way to specify a global alpha that affects the colors in the glColorPointer? My vertex count is pretty high so I wanted to avoid locking the VBO every time the alpha is changed. Thanks.

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From what I've read, setting a 3 channel color in openGL implicitly sets the alpha component to 1, so there is probably no easy way of doing this.

I think your best bet would be to remove your per-vertex color information (use a texture instead, if possible) and just call glColor4[blah] before you draw the mesh.

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