I'm trying to make bilinear color interpolation on a quad, i succeeded with the help of my previous question on here, but it has bad performance because its requires me to repeat glBegin() and glEnd() and 4 times glUniform() before glBegin().
The question is: is it anyhow possible to apply bilinear color interpolation on a quad like this:
glBegin(GL_QUADS);
glColor4f(...); glVertexAttrib2f(uv, 0, 0); glTexCoord2f(...); glVertex3f(...);
glColor4f(...); glVertexAttrib2f(uv, 1, 0); glTexCoord2f(...); glVertex3f(...);
glColor4f(...); glVertexAttrib2f(uv, 1, 1); glTexCoord2f(...); glVertex3f(...);
glColor4f(...); glVertexAttrib2f(uv, 0, 1); glTexCoord2f(...); glVertex3f(...);
... // here can be any amount of quads without repeating glBegin()/glEnd()
glEnd();
To do this, i think i should somehow access the nearby vertex colors, but how? Or is there any other solutions for this?
I need this to work this way so i can easily switch between different interpolation shaders.
Any other solution that works with one glBegin() command is good too, but sending all corner colors per vertex isnt acceptable, unless thats the only solution here?
Edit: The example code uses immediate mode for clarity only. Even with vertex arrays/buffers the problem would be the same: i would have to split the rendering calls into 4 vertices chunks, which causes the whole speed drop here!