I am attempting to create a cel-shading effect using OpenGL. I began experimenting with the NeHe example, which you can find here:
Soon after playing around with it, I noticed that it had a flaw… it was providing the shading by mapping a texture… so I edited it to load a texture, and map that instead. And instead of using the texture, it should now just use a color, based on the old 1D texture it would use.
All of that seems to work flawlessly. However, my problem is, is that the colors for the vertexes are blending in! This creates a pseudo-photo-realistic render, completely opposite of what I am looking for!
Here, you can see the textured model (not a very detailed texture though…) without glColor applied to the vertexes:
And here, you can see what happens when I am using glColor on them:
As you can see, the color blending is causing problems… making it look more like a 3d object, than a drawing.
For clarification, glDisable(GL_BLEND) is being called, directly before glBegin…
Any help is appreciated… Thanks!