I am using glVertexPointer to set my point coordinates. The only primitives I have are triangles. I could use glColorPointer, but all triangles - possibly millions - are the same color. So rather than using glColorPointer I would like to use glColor(3,4).
If I use glColor3f, this works just fine on my machine. However, if I use glColor4f and the transparency value is set, the resulting triangles are NOT transparent.
1) Is it legal to enable VertexPointer but NOT ColorPointer? In other words, am I just lucky that the call to glColor3f on my machine worked when the true behavior when pointers are being used is undefined?
2) If this is legal - as I hope it is - is there anything special that needs to be done to make glColor4f work to get transparency? Or is this the result of a probable bug in my code?
The code is rather large and I cannot post it here. So I thought I'd just ask about the rules to make sure I'm using them correctly.