I'm rendering the same scene using the same exact C++ code, once to native OpenGL on windows and once using Emscripten to WebGL. Everything in the scene looks exactly the same, except when I'm rendering something with alpha != 1.0. The difference looks like this:
The blue cube color is (0.0, 0.0, 1.0, 0.5)
The shader used for rendering the cube does nothing except draw the color.
On the right is how it looks with OpenGL and is the expected result, just blue with half transparency. On the left is how it looks with Emscripten+WebGL. It looks like the color which is rendered is actually (0.5, 0.5, 1.0, 0.5)
The blend function I use is the standard:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Is there some kind of difference with alpha in WebGL? What can possibly cause this to happen?
What is OpenGL? It is a cross-language, cross-platform application programming interface for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit, to achieve hardware-accelerated rendering. What is WebGL?
It supports cross-platform, and it is available in the English language only. The WebGL programs consist of a control code that is written in JavaScript. OpenGL is called as Open Graphics Library. It is referred to as a cross-language and platform application programming interface for rendering two dimensional and three-dimensional vector graphics.
The original author of WebGL is Mozilla foundations, but the Khronos WebGL Working group developed it. It was initially released in the year 2011. There are many advantages of using WebGL, as WebGL applications are written in javascript; with these applications’ help, there can be direct interaction with other elements of the HTML document.
The original author of OpenGL was Silicon Graphics. The Khronos Group developed it. It was initially released in the year 1992, and it was written in the C language. OpenGL commands or shaders are written GLSL like vertex, geometry, fragment, etc.
Did you set the canvas to be non-premultilied?
gl = someCanvas.getContext("webgl", { premultipliedAlpha: false });
The default for WebGL is true. The default for most OpenGL apps is false
On top of that WebGL is composited with the rest of the page. At a minimum that's the background color of the canvas or whatever it's inside (the body of your document).
To see if this is the problem try setting your canvas's background color to purple or something that will stick out
<canvas ... style="background-color: #F0F;"></canvas>
or in css
canvas { background-color: #F0F; }
OpenGL apps are rarely composited over anything where as WebGL apps effectively are ALWAYS composited.
Some solutions
Turn off alpha
If you don't need alpha in your destination you can turn it off
gl = someCanvas.getContext("webgl", { alpha: false });
Now the alpha will effectively be 1
Set the alpha to 1 at the end of a frame
// clear only the alpha channel to 1
gl.clearColor(1, 1, 1, 1);
gl.colorMask(false, false, false, true);
gl.clear(gl.COLOR_BUFFER_BIT);
don't forget to set the color mask back to all true if you need to clear the color buffer later
Set the canvas's background color to black
canvas { background-color: #000; }
If possible I'd pick turning off alpha. The reason if is alpha is set to off it's possible the browser can turn off blending when drawing the canvas into the browser. That could be a 10-20% or more increase in speed depending on the GPU. There's no guarantee that any browser makes that optimization, only that it's possible to does whereas with the other 2 solutions it's not possible or at least far less likely
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