glutDisplayFunc displays garbage - c++

I am trying to incorporate openGL into my c++ code for the first time. As a start up, I made this very primitive code, which defines a class called polygon and should display a polygon with a method polygon.draw(). Right now, everything below resides in a single main.cpp file, though for easy reading I am separating into section here:
The problem is, the below code compiles and runs alright. Only when the window named "simple" is created, displays garbage (mostly collected from my computer background screen :(.
Firstly, the class polygon:
#include <GL/glut.h>
#include "utility.hpp"
#include <vector>
void init(void);
class nikPolygon{
public:
std::vector<nikPosition> m_vertices;
nikColor m_color;
double m_alpha;
// constructors
// without alpha (default is 1.0)
nikPolygon(std::vector<nikPosition> vList, nikColor c):
m_vertices(vList), m_color(c), m_alpha(1.0){
}
nikPolygon(std::vector<nikPosition> vList, nikColor c, double a):
m_vertices(vList), m_color(c), m_alpha(a){
}
// default constructor
nikPolygon(){
}
// member functions
// add vertex
void addVertex(nikPosition v) { m_vertices.push_back(v); }
// remove vertex
void removeVertex(nikPosition v);
// adjust vertex
void modifyVertex(unsigned int vIndex, nikPosition newPosition);
// fill color
void setColor(nikColor col) { m_color = col; }
// set alpha
void setAlpha(double a) { m_alpha = a; }
// display
void drawPolygon(void){
// color the objet
glColor4f(m_color.red,
m_color.green,
m_color.blue,
m_alpha);
// construct polygon
glBegin(GL_POLYGON);
for (std::vector<nikPosition>::iterator it = m_vertices.begin();
it != m_vertices.end(); it++)
glVertex2f(it->x, it->y);
glEnd();
// send to screen
glFlush();
}
void draw(void);
};
Then the c/c++ callback interface (trampoline/thunk):
// for c++/c callback
nikPolygon* currentPolygon;
extern "C"
void drawCallback(void){
currentPolygon->drawPolygon();
}
void nikPolygon::draw(){
currentPolygon = this;
glutDisplayFunc(drawCallback);
}
And then the rest of it:
// initialize openGL etc
void init(void){
// set clear color to black
glClearColor(0.0, 0.0, 0.0, 0.0);
// set fill color to white
glColor3f(1.0, 1.0, 1.0);
// enable transperancy
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// setup standard orthogonal view with clipping
// box as cube of side 2 centered at origin
// this is the default view
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1.0, 1.0, -1.0, 1.0);
}
int main(int argc, char** argv){
nikPolygon poly;
poly.addVertex(nikPosition(-0.5, -0.5));
poly.addVertex(nikPosition(-0.5, 0.5));
poly.addVertex(nikPosition(0.5, 0.5));
poly.addVertex(nikPosition(0.5, -0.5));
poly.setColor(nikColor(0.3, 0.5, 0.1));
poly.setAlpha(0.4);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("simple");
init();
poly.draw();
glutMainLoop();
}

First and foremost, the original code is completely overengineered. This may be part of the original confusion. Also there's not really much you can do, to fix the code, without throwing out most of it. For example representing each polygon (triangle) with a own object instance is about as inefficient as it can get. You normally do not want to do this. The usual approach at representing a model is a Mesh, which consists of a list/array of vertex attributes, and a list of faces, which is in essence a list of 3-tuples defining the triangles, making up the surface of the mesh. In class form
class Mesh
{
std::vector<float> vert_position;
std::vector<float> vert_normal;
std::vector<float> vert_texUV;
std::vector<unsigned int> faces_indices;
public:
void draw();
};
Then to draw a mesh you use Vertex Arrays
void Mesh::draw()
{
// This is the API as used up to including OpenGL-2.1
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXCOORD_ARRAY);
// sizes of attributes depend on actual application
glVertexPointer(3, GL_FLOAT, 0, &vert_position[0]);
glNormalPointer(GL_FLOAT, 0, &vert_normal[0]);
glTexCoordPointer(2, GL_FLOAT, 0, &vert_texUV[0]);
glDrawElements(GL_TRIANGLES, faces_indices.size(), GL_UNSIGNED_INT, &faces_indices[0]);
}
You put references to these Mesh object instances into a list, or array, and iterate over that in the display function, calling the draw method, after setting the appropriate transformation.
std::list<Mesh> list_meshes;
void display()
{
clear_framebuffer();
set_viewport_and_projection();
for(std::list<Mesh>::iterator mesh_iter = list_meshes.begin();
mesh_iter != list_meshes.end();
mesh_iter++) {
mesh_iter->draw()
}
swap_buffers();
}

At the beginning of your drawPolygon function you need to do a glClear(GL_COLOR_BUFFER_BIT);

Related

Rotate a simple polygon in OpenGL

I follow the code tutorial from the OpenGL programming book, but it doesn't work. It is showing white rectangle at the top left of my window. Could you please tell me what could be wrong with it?
#include<windows.h>
#include <GL/glut.h>
float yRot=0.0;
void Render()
{
//clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();//load identity matrix
glTranslatef(0.0f,0.0f,-4.0f);//move forward 4 units
//rotate along the y-axis
glRotatef(yRot,0.0f,1.0f,0.0f);
glColor3f(0.0f,0.0f,1.0f); //blue color
glBegin(GL_POLYGON);//begin drawing of polygon
glVertex3f(-0.5f,0.5f,0.0f);//first vertex
glVertex3f(0.5f,0.5f,0.0f);//second vertex
glVertex3f(1.0f,0.0f,0.0f);//third vertex
glVertex3f(0.5f,-0.5f,0.0f);//fourth vertex
glVertex3f(-0.5f,-0.5f,0.0f);//fifth vertex
glVertex3f(-1.0f,0.0f,0.0f);//sixth vertex
glEnd();//end drawing of polygon
yRot+=0.1f;//increment the yRot variable
}
//method the reshape the entire figure.
void reshape(int x, int h){
glViewport(0,0,x,h);
}
void init()
{
glClearColor(0.0,0.0,0.2,0.8);
}
int main(int argc, char** argv)
{
glutCreateWindow("simple triangles");
glutDisplayFunc(Render);
glutReshapeFunc(reshape);
init();
glutMainLoop();
}
First of all, you're not calling glutInit(&argc, argv) in main() before all the other GLUT related calls. Second of all, you're not calling glutSwapBuffers() in Render().
Besides that you aren't changing the projection matrix, and thus don't have the same resize function as the one presented in the beginning of the tutorial.
void Resize(int width, int height)
{
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 1.0f, 1000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
Changing those things and your code should work.

OpenGL glDrawElements only Black Screen

i was trying to draw a cube, using the glDrawElements function, but even the simple code below only gives me a black screen. If helps, i'm programming on XCode 6.
//
// main.cpp
// Copyright (c) 2014 Guilherme Cardoso. All rights reserved.
//
#include <iostream>
#include <OpenGL/OpenGL.h>
#include <GLUT/GLUT.h>
#include <vector>
#include <math.h>
const GLfloat width = 500;
const GLfloat height = 500;
GLubyte cubeIndices[24] = {0,3,2,1,2,3,7,6
,0,4,7,3,1,2,6,5,4,5,6,7,0,1,5,4};
GLfloat vertices[][3] =
{{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0},
{1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0},
{1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}};
GLfloat colors[][3] =
{{0.0,0.0,0.0},{1.0,0.0,0.0},
{1.0,1.0,0.0}, {0.0,1.0,0.0}, {0.0,0.0,1.0},
{1.0,0.0,1.0}, {1.0,1.0,1.0}, {0.0,1.0,1.0}};
void display(){
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(3, GL_FLOAT, 0, colors);
glVertexPointer(3, GL_FLOAT, 0, vertices);
//glDrawArrays(GL_QUADS, 0, 24);
glDrawElements(GL_QUADS, 24,GL_UNSIGNED_BYTE, cubeIndices);
glDisableClientState(GL_VERTEX_ARRAY);
glutSwapBuffers();
}
void mouse(int button, int state, int x, int y){
}
void keyboard(unsigned char key, int x, int y){
if(key=='q' || key == 'Q') exit(0);
}
void init(){
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0,width ,height, 0);
glMatrixMode(GL_MODELVIEW);
glClearColor (1.0, 1.0, 1.0,1.0);
//glColor3f(0.0,0.0,0.0);
}
void idle(){
}
int main(int argc, char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(width, height);
glutCreateWindow("Assignment 3");
glutPositionWindow(0, 0);
glutDisplayFunc(display);
glutMouseFunc(mouse);
glutKeyboardFunc(keyboard);
glutIdleFunc(idle);
init();
glutMainLoop();
}
i already checked some tutorials, and is no much different of what i'm doing.
You never clear the color and especially the depth buffer. You should do that at the beginning of your display() function.
Also, your matrix setup is a bit weird. You set up some ortho projection for the pixels, but try to draw a cube in the range [-1,1], so it will be 2 pixel wide on the screen.
Actually your code is drawing the cube just fine. Look closely :P
The main issue is your projection. The initial GL viewing volume is a -1 to 1 cube, but the cube you're drawing is -1 to 1. The call to gluOrtho2D defines the projection in OpenGL coordinates, which you make the same as pixels, but since your cube is -1 to 1 it is only two pixels big, the rest being offscreen.
Instead, drop the gluOrtho2D, which sets the Z dimension -1 to 1 and only allows you to set X/Y, and create a slightly bigger projection...
glOrtho(-2, 2, -2, 2, -2, 2);
Note: As #derhass suggests, calling glClear is important especially with depth testing enabled (without it, the cube from the last draw call will hide the updated cube).

How to debug openGL code?

I have problem with openGL debugging. I find that a lot of the time, OpenGL will show you it failed by not drawing anything. Every time code looks fine but it is not drawing anything on GL window.
For e.g consider the below code.I write it to draw the cube but it is not drawing anything and i am unable to find the cause.
========================================================
// cube_vertex_array.cpp : Defines the entry point for the console application.
#include "stdafx.h"
#include <glut.h>
static GLfloat vertex[]=
{
100.0,100.0,0.0,
400.0,100.0,0.0,
400.0,400.0,0.0,
100.0,400.0,0.0,
100.0,100.0,-300.0,
400.0,100.0,-300.0,
400.0,400.0,-300.0,
100.0,400.0,-300.0
};
static GLfloat color[]=
{
1.0,0.0,0.0,
0.0,1.0,0.0,
0.0,0.0,1.0,
1.0,1.0,0.0,
1.0,0.0,1.0,
0.0,1.0,1.0
};
static GLubyte frontIndices[] = {0,1,2,3};
static GLubyte leftIndices[] = {1,5,6,2};
static GLubyte backIndices[] = {4,7,6,5};
static GLubyte rightIndices[] = {0,3,7,4};
static GLubyte topIndices[] = {3,2,6,7};
static GLubyte bottomIndices[] = {0,4,5,1};
void init(void)
{
glClearColor(0.0,0.0,0.0,0.0); //Set default background color to black.
glClearDepth(2.0); //Set the depth level for clearing depth buffer.
glShadeModel(GL_FLAT); //Set the shading model to FLAT
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the color and depth buffer.
}
void Display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //Clear the color and depth buffer.
glColor3f(1.0,0.0,0.0);
//glBegin(GL_LINE_STRIP);
// glVertex3f(0.0,0.0,0.0);
// glVertex3f(200.0,100.0,0.0);
//glEnd();
glEnableClientState(GL_VERTEX_ARRAY); //Enable vertex array.
glEnableClientState(GL_COLOR_ARRAY); //Enable vertex array color.
glColorPointer(3,GL_FLOAT,0,color); //Specify the array for colors.
glVertexPointer(3,GL_FLOAT,0,vertex); //Specify the array for vertex.
glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,frontIndices); //Draw front face.
glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,leftIndices); //Draw left face.
glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,backIndices); //Draw back face.
glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,rightIndices); //Draw right face.
glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,topIndices); //Draw top face.
glDrawElements(GL_QUADS,4,GL_UNSIGNED_BYTE,bottomIndices); //Draw bottom face.
glutSwapBuffers(); //Swap the buffers.
}
void Reshape(int w,int h)
{
glViewport(0.0,(GLsizei)w,0.0,(GLsizei)h); //Set the viewport according to new window size.
glMatrixMode(GL_PROJECTION); //Set matrix mode to projection.
glLoadIdentity(); //Replace the top matrix in the stack to the identity matrix.
gluOrtho2D(0.0,(GLdouble)w,0.0,(GLdouble)h); //Set the orthographic projection.
glMatrixMode(GL_MODELVIEW); //Set matrix mode to modelview.
}
int main(int argc, char **argv)
{
glutInit(&argc,argv); //Initialize the glut.
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); //Set display mode and also enable double buffering.
glutInitWindowSize(500,500); //Set the initial window size.
glutCreateWindow("Cube"); //Create the window and also assign name to it.
init(); //Initialize the app.
glutDisplayFunc(Display); //Register the Display function.
glutReshapeFunc(Reshape); //Register the Reshape function.
glutMainLoop(); //Start the main loop.
return 0;
}
You have put GL_UNSIGNED_BYTE as the type parameter in glDrawElements(). This will cause openGL to interpret the array of indices you throw in as one byte per index. You should use GL_UNSIGNED_INT here instead.
Here's the working code based on the code your provided (I did port it to java though):
import java.nio.ByteBuffer;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import static org.lwjgl.opengl.GL11.*;
public class GLTest {
public static void main(String[] args) {
try {
Display.create();
Display.setDisplayMode(new DisplayMode(500, 500));
Display.setResizable(true);
//the same arrays as the ones you specified.
float[] vertices = new float[]{100.0f,100.0f,0.0f,
400.0f,100.0f,0.0f,
400.0f,400.0f,0.0f,
100.0f,400.0f,0.0f,
100.0f,100.0f,-300.0f,
400.0f,100.0f,-300.0f,
400.0f,400.0f,-300.0f,
100.0f,400.0f,-300.0f};
float[] color = new float[]{1,0,0,
0,1,0,
0,0,1,
1,1,0,
1,0,1,
0,1,1};
int[] frontIndices = new int[]{0, 1, 2, 3};
//JWJGL bookkeeping..
ByteBuffer vertexBuffer = BufferUtils.createByteBuffer(vertices.length * 4);
ByteBuffer colourBuffer = BufferUtils.createByteBuffer(color.length * 4);
for(int i = 0; i < vertices.length; i++) {
vertexBuffer.putFloat(vertices[i]);
}
vertexBuffer.rewind();
for(int i = 0; i < color.length; i++) {
colourBuffer.putFloat(color[i]);
}
colourBuffer.rewind();
ByteBuffer indexBuffer = BufferUtils.createByteBuffer(4 * frontIndices.length);
for(int i = 0; i < frontIndices.length; i++) {
indexBuffer.putInt(frontIndices[i]);
}
indexBuffer.rewind();
//back you your code
glClearColor(1,1,1,1);
glShadeModel(GL_SMOOTH);
while(!Display.isCloseRequested()) {
glViewport(0, 0, Display.getWidth(), Display.getHeight());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,Display.getWidth(), 0, Display.getHeight(), -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(3, GL_FLOAT, 0, colourBuffer);
glVertexPointer(3, GL_FLOAT, 0, vertexBuffer);
glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, indexBuffer);
Display.update();
Display.sync(60);
}
} catch (LWJGLException e) {
e.printStackTrace();
}
}
}
Which results in:
use tools like glTrace / glIntercept (to look at OpenGL call trace), gDebugger (to visualize textures, shaders, OGL state etc.)
There is a list of OpenGL debugging tools here : https://www.opengl.org/wiki/Debugging_Tools
Also your code is using the old fixed pipeline which is considered deprecated since OpenGL 3.3, so i would recommend either not putting the tag "opengl-3" on your questions, or using opengl 3.3 core context and learning the "modern" OpenGL (which is more powerful and more difficult to learn but makes you understand how the GPU works).

Issue with glPolygonMode - GL_FILL "skipping" vertices

I'm having a weird issue when trying to draw a polygon and filling it with a particular color:
If I set the polygon mode as:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
The polygon renders just fine:
However, as soon as I replace that line with the following:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
The polygon doesn't fill right, but it seems like most lines get projected towards its first vertex, or something along those lines:
I'm obviously doing something wrong. What I want to do is keep the color inside the polygon, however it seems to be ignoring several vertices. What might be wrong?
Here's some selected parts of my code that might be of interest. I'm skipping over some data structures loading and other stuff that might not be very relevant:
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(640, 480);
glutInitWindowPosition(150, 100);
glutCreateWindow("CR-View GL");
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
void display(void) {
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
/* Set drawing color */
glColor3f(1, 0, 1);
drawPolys(currentDrawingMode);
/* Clear screen and draw */
glutSwapBuffers();
}
// Draws the polygons
void drawPolys (int id) {
int poly, vertex;
// set wireframe mode (if an empty polygon is required)
if (id == 0) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
//Sets color fill mode
if (id == 1) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Draw each polygon...
for (poly = 0; poly < polyCount; poly++) {
glBegin(GL_POLYGON);
// Draw each vertex...
for (vertex = 0; vertex < Polygons[poly].vertexCount; vertex++) {
glVertex2f((float)Polygons[poly].vertices[vertex].x, (float)Polygons[poly].vertices[vertex].y);
}
glEnd();
}
}
If you're using GL_POLYGON be aware that it only supports convex polygons.

Calling glRasterPos2i and glutBitmapString in the presence of ModelView transforms

I'm trying to display a text-overlay (basically a help screen which shows my keyboard shortcuts) on top of a 3D Texture I'm rendering. The texture works great and I've got some east-to-use rotations and translations for the user.
My thought was to use
const unsigned char tmp[100] = "text to render";
glRasterPos2i(x, y);
glColor4b(255, 255, 255, 255);
glutBitmapString(GLUT_BITMAP_HELVETICA_18, tmp);
As recommended in How do I use glutBitmapString() in C++ to draw text to the screen? .
This works great except that the text now rotates with the object instead of remaining in a static location on the screen. I read some documentation and found that the glRasterPos functions are manipulated when you manipulate the model view matrix:
The object coordinates presented by glRasterPos are treated just like those of a glVertex command: They are transformed by the current modelview and projection matrices and passed to the clipping stage.
-Source
I then found via another post that you could push and pop the current matrix with glPushMatrix and glPopMatrix.
-Source
When I do this, the text disappears all together. At first I thought I might have had the coordinates wrong for the text, but I tried x=y=0 through x=y=25 in intervals of .01 and never saw the text. It's still possible I'm misunderstanding where this should be drawn, but I'm not sure what to try next.
My drawing function is calling something akin to:
glLoadIdentity();
glPushMatrix();
glTranslatef(0,0,-sdepth);
glRotatef(-stheta, 1.0, 0.0, 0.0);
glRotatef(sphi, 0.0, 0.0, 1.0);
glRotatef(rotateX,0,1,1);
glRotatef(rotateY,1,0,0);
glTranslatef(-0.5,-0.5,-0.5);
glPopMatrix();
glRasterPos2i(2, 2);
glColor4b(255, 255, 255, 255);
glutBitmapString(GLUT_BITMAP_HELVETICA_18, tmp);
Anyone have any recommendations for debug/troubleshooting steps to try to get this text to display in a single, static location on the screen?
Well, if glRasterPos is treated the same way as glVertex, then you need to set up proper projection (GL_PROJECTION) matrix (using gluOrtho2D) before calling glRasterPos.
Give this a shot:
#include <GL/glut.h>
#include <string>
using namespace std;
void display()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3ub(255,0,0);
glPushMatrix();
glScalef(5,5,5);
glBegin(GL_QUADS);
glVertex2f(-1,-1);
glVertex2f(1,-1);
glVertex2f(1,1);
glVertex2f(-1,1);
glEnd();
glPopMatrix();
glColor3ub(0,255,0); // A
glRasterPos2i(0,0); // B
string tmp( "wha-hey!" );
for( size_t i = 0; i < tmp.size(); ++i )
{
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, tmp[i]);
}
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double aspect_ratio = (double)w / (double)h;
glOrtho(-10*aspect_ratio, 10*aspect_ratio, -10, 10, -1, 1);
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(800,600);
glutCreateWindow("Text");
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMainLoop();
return EXIT_SUCCESS;
}
Oddly enough swapping lines A and B causes the glColor3ub() call to not take effect. I think that's what you were running into with the code sequence you posted.
As an aside glColor4b() takes chars which max out at 127. You should switch to glColor4ub() if you want to persist in passing in 255.
Documented here ("The sequence of glRasterPos(), glColor(), glBitmap() doesn't result in the desired bitmap color"), but no explanation given :(
EDIT: Ah ha! The current raster position contains its own color state, which is only updated during a glRasterPos() call.