glColor3f in OpenGl have little brightness












0















I have a problem with my code in OpenGl
I need to do a game engine.
I use freeglut library.
I did this practise with old Visual Studio versions and I don't have this problem. But with the Visual Studio 2017 the attribute glColor3f is showed with little brightness. Why?



This is the code that I use for to show the texts:



char instrucciones3[100];
sprintf_s(instrucciones3, "PULSA 'ESC' SI QUIERES SALIR");
char *res4 = instrucciones3;
glColor3f(0.0f, 1.0f, 1.0f); //This is the problem, I dont have alpha but the brightness is low.
glRasterPos3f(1.0f, 5.0f, 0.0f);
drawString(res4);

char instrucciones2[100];
sprintf_s(instrucciones2, "PULSA 'H' PARA COMENZAR PARTIDA ");
char *res3 = instrucciones2;
glColor3f(0.0f, 1.0f, 1.0f);
glRasterPos3f(-10.0f, 5.0f, 0.0f);
drawString(res3);




Update:



This is the result of my code



The brightness is so low, but the model is good. I put glColor3f(0.0f, 1.0f, 1.0f); in the new code but the result is the same.





Update2
This is my displayMe func:



glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0, 3, 15, 0, 0, 0, 0, 1, 0);

glRotatef(yaw, 0.0, 1.0, 0.0);
glRotatef(pitch, 1.0, 0.0, 0.0);
glRotatef(roll, 0.0, 0.0, 1.0);
GLfloat lightpos = { 5.0, 15., 5., 0. };
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);









share|improve this question

























  • I try to do this, but the result is the same. The brightness is so low, nearly to the black.

    – Ana
    Jan 2 at 18:44











  • I dont use that.

    – Ana
    Jan 2 at 18:53











  • Do you draw your text before or after drawing the model? Did you try swapping the order?

    – n0rd
    Jan 2 at 19:05











  • after the model, but if i draw the model after the texts the result is the same

    – Ana
    Jan 2 at 19:09













  • I have this GLfloat lightpos = { 5.0, 15., 5., 0. }; glLightfv(GL_LIGHT0, GL_POSITION, lightpos); Maybe, this is the problem?

    – Ana
    Jan 2 at 19:21


















0















I have a problem with my code in OpenGl
I need to do a game engine.
I use freeglut library.
I did this practise with old Visual Studio versions and I don't have this problem. But with the Visual Studio 2017 the attribute glColor3f is showed with little brightness. Why?



This is the code that I use for to show the texts:



char instrucciones3[100];
sprintf_s(instrucciones3, "PULSA 'ESC' SI QUIERES SALIR");
char *res4 = instrucciones3;
glColor3f(0.0f, 1.0f, 1.0f); //This is the problem, I dont have alpha but the brightness is low.
glRasterPos3f(1.0f, 5.0f, 0.0f);
drawString(res4);

char instrucciones2[100];
sprintf_s(instrucciones2, "PULSA 'H' PARA COMENZAR PARTIDA ");
char *res3 = instrucciones2;
glColor3f(0.0f, 1.0f, 1.0f);
glRasterPos3f(-10.0f, 5.0f, 0.0f);
drawString(res3);




Update:



This is the result of my code



The brightness is so low, but the model is good. I put glColor3f(0.0f, 1.0f, 1.0f); in the new code but the result is the same.





Update2
This is my displayMe func:



glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0, 3, 15, 0, 0, 0, 0, 1, 0);

glRotatef(yaw, 0.0, 1.0, 0.0);
glRotatef(pitch, 1.0, 0.0, 0.0);
glRotatef(roll, 0.0, 0.0, 1.0);
GLfloat lightpos = { 5.0, 15., 5., 0. };
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);









share|improve this question

























  • I try to do this, but the result is the same. The brightness is so low, nearly to the black.

    – Ana
    Jan 2 at 18:44











  • I dont use that.

    – Ana
    Jan 2 at 18:53











  • Do you draw your text before or after drawing the model? Did you try swapping the order?

    – n0rd
    Jan 2 at 19:05











  • after the model, but if i draw the model after the texts the result is the same

    – Ana
    Jan 2 at 19:09













  • I have this GLfloat lightpos = { 5.0, 15., 5., 0. }; glLightfv(GL_LIGHT0, GL_POSITION, lightpos); Maybe, this is the problem?

    – Ana
    Jan 2 at 19:21
















0












0








0








I have a problem with my code in OpenGl
I need to do a game engine.
I use freeglut library.
I did this practise with old Visual Studio versions and I don't have this problem. But with the Visual Studio 2017 the attribute glColor3f is showed with little brightness. Why?



This is the code that I use for to show the texts:



char instrucciones3[100];
sprintf_s(instrucciones3, "PULSA 'ESC' SI QUIERES SALIR");
char *res4 = instrucciones3;
glColor3f(0.0f, 1.0f, 1.0f); //This is the problem, I dont have alpha but the brightness is low.
glRasterPos3f(1.0f, 5.0f, 0.0f);
drawString(res4);

char instrucciones2[100];
sprintf_s(instrucciones2, "PULSA 'H' PARA COMENZAR PARTIDA ");
char *res3 = instrucciones2;
glColor3f(0.0f, 1.0f, 1.0f);
glRasterPos3f(-10.0f, 5.0f, 0.0f);
drawString(res3);




Update:



This is the result of my code



The brightness is so low, but the model is good. I put glColor3f(0.0f, 1.0f, 1.0f); in the new code but the result is the same.





Update2
This is my displayMe func:



glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0, 3, 15, 0, 0, 0, 0, 1, 0);

glRotatef(yaw, 0.0, 1.0, 0.0);
glRotatef(pitch, 1.0, 0.0, 0.0);
glRotatef(roll, 0.0, 0.0, 1.0);
GLfloat lightpos = { 5.0, 15., 5., 0. };
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);









share|improve this question
















I have a problem with my code in OpenGl
I need to do a game engine.
I use freeglut library.
I did this practise with old Visual Studio versions and I don't have this problem. But with the Visual Studio 2017 the attribute glColor3f is showed with little brightness. Why?



This is the code that I use for to show the texts:



char instrucciones3[100];
sprintf_s(instrucciones3, "PULSA 'ESC' SI QUIERES SALIR");
char *res4 = instrucciones3;
glColor3f(0.0f, 1.0f, 1.0f); //This is the problem, I dont have alpha but the brightness is low.
glRasterPos3f(1.0f, 5.0f, 0.0f);
drawString(res4);

char instrucciones2[100];
sprintf_s(instrucciones2, "PULSA 'H' PARA COMENZAR PARTIDA ");
char *res3 = instrucciones2;
glColor3f(0.0f, 1.0f, 1.0f);
glRasterPos3f(-10.0f, 5.0f, 0.0f);
drawString(res3);




Update:



This is the result of my code



The brightness is so low, but the model is good. I put glColor3f(0.0f, 1.0f, 1.0f); in the new code but the result is the same.





Update2
This is my displayMe func:



glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(0, 3, 15, 0, 0, 0, 0, 1, 0);

glRotatef(yaw, 0.0, 1.0, 0.0);
glRotatef(pitch, 1.0, 0.0, 0.0);
glRotatef(roll, 0.0, 0.0, 1.0);
GLfloat lightpos = { 5.0, 15., 5., 0. };
glLightfv(GL_LIGHT0, GL_POSITION, lightpos);






c opengl freeglut opengl-1.x






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Jan 2 at 19:23







Ana

















asked Jan 2 at 18:34









AnaAna

195




195













  • I try to do this, but the result is the same. The brightness is so low, nearly to the black.

    – Ana
    Jan 2 at 18:44











  • I dont use that.

    – Ana
    Jan 2 at 18:53











  • Do you draw your text before or after drawing the model? Did you try swapping the order?

    – n0rd
    Jan 2 at 19:05











  • after the model, but if i draw the model after the texts the result is the same

    – Ana
    Jan 2 at 19:09













  • I have this GLfloat lightpos = { 5.0, 15., 5., 0. }; glLightfv(GL_LIGHT0, GL_POSITION, lightpos); Maybe, this is the problem?

    – Ana
    Jan 2 at 19:21





















  • I try to do this, but the result is the same. The brightness is so low, nearly to the black.

    – Ana
    Jan 2 at 18:44











  • I dont use that.

    – Ana
    Jan 2 at 18:53











  • Do you draw your text before or after drawing the model? Did you try swapping the order?

    – n0rd
    Jan 2 at 19:05











  • after the model, but if i draw the model after the texts the result is the same

    – Ana
    Jan 2 at 19:09













  • I have this GLfloat lightpos = { 5.0, 15., 5., 0. }; glLightfv(GL_LIGHT0, GL_POSITION, lightpos); Maybe, this is the problem?

    – Ana
    Jan 2 at 19:21



















I try to do this, but the result is the same. The brightness is so low, nearly to the black.

– Ana
Jan 2 at 18:44





I try to do this, but the result is the same. The brightness is so low, nearly to the black.

– Ana
Jan 2 at 18:44













I dont use that.

– Ana
Jan 2 at 18:53





I dont use that.

– Ana
Jan 2 at 18:53













Do you draw your text before or after drawing the model? Did you try swapping the order?

– n0rd
Jan 2 at 19:05





Do you draw your text before or after drawing the model? Did you try swapping the order?

– n0rd
Jan 2 at 19:05













after the model, but if i draw the model after the texts the result is the same

– Ana
Jan 2 at 19:09







after the model, but if i draw the model after the texts the result is the same

– Ana
Jan 2 at 19:09















I have this GLfloat lightpos = { 5.0, 15., 5., 0. }; glLightfv(GL_LIGHT0, GL_POSITION, lightpos); Maybe, this is the problem?

– Ana
Jan 2 at 19:21







I have this GLfloat lightpos = { 5.0, 15., 5., 0. }; glLightfv(GL_LIGHT0, GL_POSITION, lightpos); Maybe, this is the problem?

– Ana
Jan 2 at 19:21














2 Answers
2






active

oldest

votes


















2














The fixed function light model is applied on the text, too. This will cause arbitrary results, dependent on the current light settings ans current normal vector attribute. You have to disable lighting before you draw the text.



glDisable(GL_LIGHTING);


and you have to enable it before you draw the geometry



glEnable(GL_LIGHTING);




The parameters to glColor3f have to be floating point values in the range [0.0, 1.0],



glColor3f(0.0f, 1.0f, 1.0f);


in compare to glColor3ub, where the parameters are integral values in the range [0, 255].



glColor3ub(0, 255, 255);




See OpenGL Specification (Version 2.0) - 2.7. VERTEX SPECIFICATION; page 21




The commands to set RGBA colors are



void Color{34}{bsifd ubusui}( T components );
void Color{34}{bsifd ubusui}v( T components );


The Color command has two major variants: Color3 and Color4. The four value versions set all four values. The three value versions set R, G, and B to the provided values; A is set to 1.0.

[...] Versions of the Color and SecondaryColor commands that take floating-point
values accept values nominally between 0.0 and 1.0.

[...]



GL        Type Conversion
ubyte c/(2^8 − 1)
byte (2c + 1)/(2^8 − 1)
ushort c/(2 16 − 1)
short (2c + 1)/(2^16 − 1)
uint c/(2^32 − 1)
int (2c + 1)/(2^32 − 1)
float c
double c






share|improve this answer


























  • I try this but the result is the same

    – Ana
    Jan 2 at 18:51











  • Rabbid your comment for Disable and Enable function was the solution THANKS YOUU!!

    – Ana
    Jan 2 at 19:40











  • but your comment in my question were delete, but I dont do that. I try to found your comment but doesnt appear.

    – Ana
    Jan 2 at 19:44











  • @Ana I extended the answer. I deleted the comment and added the comment to the answer (at the begin of the answer).

    – Rabbid76
    Jan 2 at 19:45





















0














Do you use a texture somewhere? If so, try disabling texturing before drawing the other thing.






share|improve this answer
























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    2 Answers
    2






    active

    oldest

    votes








    2 Answers
    2






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    2














    The fixed function light model is applied on the text, too. This will cause arbitrary results, dependent on the current light settings ans current normal vector attribute. You have to disable lighting before you draw the text.



    glDisable(GL_LIGHTING);


    and you have to enable it before you draw the geometry



    glEnable(GL_LIGHTING);




    The parameters to glColor3f have to be floating point values in the range [0.0, 1.0],



    glColor3f(0.0f, 1.0f, 1.0f);


    in compare to glColor3ub, where the parameters are integral values in the range [0, 255].



    glColor3ub(0, 255, 255);




    See OpenGL Specification (Version 2.0) - 2.7. VERTEX SPECIFICATION; page 21




    The commands to set RGBA colors are



    void Color{34}{bsifd ubusui}( T components );
    void Color{34}{bsifd ubusui}v( T components );


    The Color command has two major variants: Color3 and Color4. The four value versions set all four values. The three value versions set R, G, and B to the provided values; A is set to 1.0.

    [...] Versions of the Color and SecondaryColor commands that take floating-point
    values accept values nominally between 0.0 and 1.0.

    [...]



    GL        Type Conversion
    ubyte c/(2^8 − 1)
    byte (2c + 1)/(2^8 − 1)
    ushort c/(2 16 − 1)
    short (2c + 1)/(2^16 − 1)
    uint c/(2^32 − 1)
    int (2c + 1)/(2^32 − 1)
    float c
    double c






    share|improve this answer


























    • I try this but the result is the same

      – Ana
      Jan 2 at 18:51











    • Rabbid your comment for Disable and Enable function was the solution THANKS YOUU!!

      – Ana
      Jan 2 at 19:40











    • but your comment in my question were delete, but I dont do that. I try to found your comment but doesnt appear.

      – Ana
      Jan 2 at 19:44











    • @Ana I extended the answer. I deleted the comment and added the comment to the answer (at the begin of the answer).

      – Rabbid76
      Jan 2 at 19:45


















    2














    The fixed function light model is applied on the text, too. This will cause arbitrary results, dependent on the current light settings ans current normal vector attribute. You have to disable lighting before you draw the text.



    glDisable(GL_LIGHTING);


    and you have to enable it before you draw the geometry



    glEnable(GL_LIGHTING);




    The parameters to glColor3f have to be floating point values in the range [0.0, 1.0],



    glColor3f(0.0f, 1.0f, 1.0f);


    in compare to glColor3ub, where the parameters are integral values in the range [0, 255].



    glColor3ub(0, 255, 255);




    See OpenGL Specification (Version 2.0) - 2.7. VERTEX SPECIFICATION; page 21




    The commands to set RGBA colors are



    void Color{34}{bsifd ubusui}( T components );
    void Color{34}{bsifd ubusui}v( T components );


    The Color command has two major variants: Color3 and Color4. The four value versions set all four values. The three value versions set R, G, and B to the provided values; A is set to 1.0.

    [...] Versions of the Color and SecondaryColor commands that take floating-point
    values accept values nominally between 0.0 and 1.0.

    [...]



    GL        Type Conversion
    ubyte c/(2^8 − 1)
    byte (2c + 1)/(2^8 − 1)
    ushort c/(2 16 − 1)
    short (2c + 1)/(2^16 − 1)
    uint c/(2^32 − 1)
    int (2c + 1)/(2^32 − 1)
    float c
    double c






    share|improve this answer


























    • I try this but the result is the same

      – Ana
      Jan 2 at 18:51











    • Rabbid your comment for Disable and Enable function was the solution THANKS YOUU!!

      – Ana
      Jan 2 at 19:40











    • but your comment in my question were delete, but I dont do that. I try to found your comment but doesnt appear.

      – Ana
      Jan 2 at 19:44











    • @Ana I extended the answer. I deleted the comment and added the comment to the answer (at the begin of the answer).

      – Rabbid76
      Jan 2 at 19:45
















    2












    2








    2







    The fixed function light model is applied on the text, too. This will cause arbitrary results, dependent on the current light settings ans current normal vector attribute. You have to disable lighting before you draw the text.



    glDisable(GL_LIGHTING);


    and you have to enable it before you draw the geometry



    glEnable(GL_LIGHTING);




    The parameters to glColor3f have to be floating point values in the range [0.0, 1.0],



    glColor3f(0.0f, 1.0f, 1.0f);


    in compare to glColor3ub, where the parameters are integral values in the range [0, 255].



    glColor3ub(0, 255, 255);




    See OpenGL Specification (Version 2.0) - 2.7. VERTEX SPECIFICATION; page 21




    The commands to set RGBA colors are



    void Color{34}{bsifd ubusui}( T components );
    void Color{34}{bsifd ubusui}v( T components );


    The Color command has two major variants: Color3 and Color4. The four value versions set all four values. The three value versions set R, G, and B to the provided values; A is set to 1.0.

    [...] Versions of the Color and SecondaryColor commands that take floating-point
    values accept values nominally between 0.0 and 1.0.

    [...]



    GL        Type Conversion
    ubyte c/(2^8 − 1)
    byte (2c + 1)/(2^8 − 1)
    ushort c/(2 16 − 1)
    short (2c + 1)/(2^16 − 1)
    uint c/(2^32 − 1)
    int (2c + 1)/(2^32 − 1)
    float c
    double c






    share|improve this answer















    The fixed function light model is applied on the text, too. This will cause arbitrary results, dependent on the current light settings ans current normal vector attribute. You have to disable lighting before you draw the text.



    glDisable(GL_LIGHTING);


    and you have to enable it before you draw the geometry



    glEnable(GL_LIGHTING);




    The parameters to glColor3f have to be floating point values in the range [0.0, 1.0],



    glColor3f(0.0f, 1.0f, 1.0f);


    in compare to glColor3ub, where the parameters are integral values in the range [0, 255].



    glColor3ub(0, 255, 255);




    See OpenGL Specification (Version 2.0) - 2.7. VERTEX SPECIFICATION; page 21




    The commands to set RGBA colors are



    void Color{34}{bsifd ubusui}( T components );
    void Color{34}{bsifd ubusui}v( T components );


    The Color command has two major variants: Color3 and Color4. The four value versions set all four values. The three value versions set R, G, and B to the provided values; A is set to 1.0.

    [...] Versions of the Color and SecondaryColor commands that take floating-point
    values accept values nominally between 0.0 and 1.0.

    [...]



    GL        Type Conversion
    ubyte c/(2^8 − 1)
    byte (2c + 1)/(2^8 − 1)
    ushort c/(2 16 − 1)
    short (2c + 1)/(2^16 − 1)
    uint c/(2^32 − 1)
    int (2c + 1)/(2^32 − 1)
    float c
    double c







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited Jan 2 at 19:38

























    answered Jan 2 at 18:41









    Rabbid76Rabbid76

    42.5k123354




    42.5k123354













    • I try this but the result is the same

      – Ana
      Jan 2 at 18:51











    • Rabbid your comment for Disable and Enable function was the solution THANKS YOUU!!

      – Ana
      Jan 2 at 19:40











    • but your comment in my question were delete, but I dont do that. I try to found your comment but doesnt appear.

      – Ana
      Jan 2 at 19:44











    • @Ana I extended the answer. I deleted the comment and added the comment to the answer (at the begin of the answer).

      – Rabbid76
      Jan 2 at 19:45





















    • I try this but the result is the same

      – Ana
      Jan 2 at 18:51











    • Rabbid your comment for Disable and Enable function was the solution THANKS YOUU!!

      – Ana
      Jan 2 at 19:40











    • but your comment in my question were delete, but I dont do that. I try to found your comment but doesnt appear.

      – Ana
      Jan 2 at 19:44











    • @Ana I extended the answer. I deleted the comment and added the comment to the answer (at the begin of the answer).

      – Rabbid76
      Jan 2 at 19:45



















    I try this but the result is the same

    – Ana
    Jan 2 at 18:51





    I try this but the result is the same

    – Ana
    Jan 2 at 18:51













    Rabbid your comment for Disable and Enable function was the solution THANKS YOUU!!

    – Ana
    Jan 2 at 19:40





    Rabbid your comment for Disable and Enable function was the solution THANKS YOUU!!

    – Ana
    Jan 2 at 19:40













    but your comment in my question were delete, but I dont do that. I try to found your comment but doesnt appear.

    – Ana
    Jan 2 at 19:44





    but your comment in my question were delete, but I dont do that. I try to found your comment but doesnt appear.

    – Ana
    Jan 2 at 19:44













    @Ana I extended the answer. I deleted the comment and added the comment to the answer (at the begin of the answer).

    – Rabbid76
    Jan 2 at 19:45







    @Ana I extended the answer. I deleted the comment and added the comment to the answer (at the begin of the answer).

    – Rabbid76
    Jan 2 at 19:45















    0














    Do you use a texture somewhere? If so, try disabling texturing before drawing the other thing.






    share|improve this answer




























      0














      Do you use a texture somewhere? If so, try disabling texturing before drawing the other thing.






      share|improve this answer


























        0












        0








        0







        Do you use a texture somewhere? If so, try disabling texturing before drawing the other thing.






        share|improve this answer













        Do you use a texture somewhere? If so, try disabling texturing before drawing the other thing.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Jan 2 at 19:30









        datenwolfdatenwolf

        134k10135238




        134k10135238






























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