I draw the background behind my 3D scene, which works as expected (code below). I also smooth the scene using the accumulation buffer (chapter 10 of the red book).
... loop several times (say n) through code that shivers and draws an image (jitter moves the image to a slightly different position), accumulating data with
glAccum(GL_ACCUM, 1.0/n)
and finally the challenge
glAccum(GL_RETURN, 1.0)
However, I do not want to smooth the background. The problem is that calling glAccum with GL_RETURN copies (overwrites) the values ββin the color buffer (instead of using the depth and blend functions, etc.) to mask the values ββwritten to the color buffer.
How to draw a background before or after smoothing a 3D scene so that the background looks the same as when drawing a 3D scene without smoothing?
// Draw the background.
glMatrixMode GL.GL_PROJECTION
glLoadIdentity
glMatrixMode GL.GL_MODELVIEW
glLoadIdentity
glPolygonMode GL_FRONT_AND_BACK, GL_FILL
glDisable glcDepthTest
glBegin bmQuads
// Call glColor and glVertex here.
glEnd
glEnable glcDepthTest