Is it just me or is it really a pitty that glSecondaryColor() doesn’t support alpha. I have a large scene with lot’s of vertex arrays or VBO’s including color arrays. I would like to fade the whole scene by adding an alpha parameter to the render function without having to update the color arrays. I hoped that glSecondaryColor() could do the trick (because i’m not using any lighting at the moment), but no such luck. I tried doing the multiplication myself with glSecondaryColor3f(RA, GA, B*A) which gives the correct color, but blending fails because you don’t actually modify the alpha values.
Does anyone know an easy sollution for this or do i have to solve it in the shaders?