Table of Contents

Fix, Fork, Contribute

Don't blend a polygon that crosses itself


I'm drawing two polylines (which are lines in the sample) in webgl with enabled blending.

gl.uniform4f(colorUniformLocation, 0, 0, 0, 0.3);

gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);

gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.2, -1, 0.2, 1,]), gl.STATIC_DRAW);
gl.drawArrays(gl.LINE_STRIP, 0, 2);

gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0, -1, 0, 1,0, -1, 0, 1]), gl.STATIC_DRAW);
gl.drawArrays(gl.LINE_STRIP, 0, 4);

Here is the codepen sample.

The left line are crossed with itself and it seems like it blends with itself, so as result it becomes darker.

I would like the blend to work between those polylines, but don't want a polyline to blend with itself. Is there a way to do it?


One way would be to use the stencil test. You'd set webgl so that the stencil stores a certain value when a pixel is drawn and you'd set the stencil test so it fails if it sees that value.

First an example that draws 2 sets of 2 overlapping triangles with blending on. The pairs will get darker where they overlap

Then the same example with the stencil test on

First we need to ask for a stencil buffer

  const gl = someCanvas.getContext('webgl2', {stencil: true});

Then we turn on the stencil test


Set up the test so it only draws if the stencil buffer is zero

     gl.EQUAL,   // the test
     0,          // reference value
     0xFF,       // mask

And set the operation so we increment the stencil when we draw so they will no longer be zero and therefore fail the test

     gl.KEEP,  // what to do if the stencil test fails
     gl.KEEP,  // what to do if the depth test fails
     gl.INCR,  // what to do if both tests pass

Between the first draw and the second we clear the stencil buffer



Another solution you could also use the depth test if you're drawing 2D stuff. The default depth test only draws if the depth is gl.LESS than the current depth so just turning the depth test on and setting a different depth between draws would also work if the depth of the triangles is the same. You could compute a different depth value for each thing you draw, you'd need to look up the bit resolution of the depth buffer. Or, you could use gl.polygonOffset


... then ...

for (let i = 0; i < numThingsToDraw; ++i) {
  gl.polygonOffset(0, -i);  // each thing 1 depth unit less


The question and quoted portions thereof are CC BY-SA 4.0 by mt_serg from here
Questions? Ask on stackoverflow.
Issue/Bug? Create an issue on github.
Use <pre><code>code goes here</code></pre> for code blocks
comments powered by Disqus