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I'm using vertex array to draw 2d geometry, but I can't achieve smoothness.

This is the code I'm using:

glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

glColorPointer(4, GL_UNSIGNED_BYTE, 0, shared_colors);
glVertexPointer(3, GL_FLOAT, 0, shared_vertex);

glDrawArrays(GL_LINES, 0, shared_counter);

glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisable(GL_BLEND);

Some advice?

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  • \$\begingroup\$ I think that GL_BLEND is used with transparency. Isn't it? \$\endgroup\$
    – zacharmarz
    Commented Sep 3, 2011 at 14:39
  • \$\begingroup\$ @zacharmarz I think it is also neccessary for GL_LINE_SMOOTH to work properly (which I think is what the OP wants, although "smoothness" is a bit vague a term). \$\endgroup\$ Commented Sep 3, 2011 at 17:06

2 Answers 2

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Simply use glShadeModel(GL_SMOOTH) when you want to smooth out the colors between your primtitive's vertices. The initial value is GL_SMOOTH, so if you haven't changed it, you'll probably don't need to set it.

If you want smooth lines, use glEnable(GL_LINE_SMOOTH).

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Quite some time since i had the pleasure to play with opengl, but one thing comes to mind: Is it not necessary to specify the normals if you want your smooth shading?

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  • \$\begingroup\$ Not if you don't use lighting \$\endgroup\$ Commented Sep 3, 2011 at 17:05
  • \$\begingroup\$ Answers are for answers, not further questions. \$\endgroup\$
    – House
    Commented Nov 14, 2012 at 16:53

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