progs/tests: Use opaque colors.
Transparency is not relevant for this example, and leads to distraction due to different results in alpha visuals, when capturing images to disk.
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@@ -21,7 +21,7 @@ static void Display(void)
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GLfloat min, max;
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int i;
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glClearColor(0.5, 0.5, 0.5, 0);
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glClearColor(0.5, 0.5, 0.5, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* draw a sphere */
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@@ -82,7 +82,7 @@ static void Key(unsigned char key, int x, int y)
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static void Init(void)
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{
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const GLfloat blue[4] = {.1, .1, 1.0, 0.0};
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const GLfloat blue[4] = {.1, .1, 1.0, 1.0};
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const GLfloat gray[4] = {0.2, 0.2, 0.2, 1.0};
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const GLfloat white[4] = {1.0, 1.0, 1.0, 1.0};
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const GLfloat pos[4] = {0, 0, 10, 0};
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