I'm drawing some 3D structures in a Fl_Gl_Window in FLTK's implementation of opengl. This images are drawn and rotated so the code looks something like
glTranslatef(-xshift,-yshift,-zshift);
glRotatef(ang1,ang2,ang3);
glTranslatef(xshift,yshift,zshift);
glColor4f((120.0/256.0),(120.0/256.0),(120.0/256.0),0.2);
for (int side=0;side<num_sides;side++){
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable( GL_BLEND );
glBegin(GL_TRIANGLES);
//draw shape
glEnd();
glDisable(GL_BLEND);
}
and it almost works apart from at different angles the transparency doesn't work properly. For example, if I draw a cube from one side it will look transparent all the way through without being able to discern the two sides but from the other one side will appear darker as it is supposed to. It's as if it calculates the transparency too 'early' as in before the rotation. Am I doing something wrong? Should I move the rotation to below the transparency effects (i.e. before them in execution) or does the order of the triangles matter?