I am trying to implement svg rendering by opengl using meshes. In paths with opacity less than 1, the color of overlapping strokes add up.
But it should be like this
the opengl calls are:
glDepthMask(false); glEnable(GL20.GL_BLEND); glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); .... glDrawArrays(....); .... glDepthMask(true);
is there any opengl calls, shader or other method to have same transparent value around the whole stroke without modifying the geometry of the shape?