Hello, sir. I tried it out of curiosity, and it seems to be the same as your result…there is definitely something in my openGL draw codes that I did not understand fully, it could probably the MGL_BLEND, or that I have put lineWidth in the wrong order, I dont know…I will check my earlier codes to see where it started or if the problem was already there since the start. anyway, here is part of the code:
view.beginGL()
glFT.glPushAttrib(OpenMayaRender.MGL_CURRENT_BIT)
glFT.glPushAttrib(OpenMayaRender.MGL_ALL_ATTRIB_BITS)
glFT.glEnable(OpenMayaRender.MGL_BLEND)
if status == OpenMayaUI.M3dView.kLead:
glFT.glColor4f(0.0+color_RVal, 0.0+color_GVal, 0.0+color_BVal, 0.2)
if status == OpenMayaUI.M3dView.kActive:
glFT.glColor4f(0.0+color_RVal+.3, 0.0+color_GVal+.3, 0.0+color_BVal+.3, 0.2)
if status == OpenMayaUI.M3dView.kDormant:
glFT.glColor4f(0.0+color_RVal-.3, 0.0+color_GVal-.3, 0.0+color_BVal-.3, 0.4)
glFT.glBegin(OpenMayaRender.MGL_QUADS)
#some openGL primitive draw codes#
glFT.glEnd()
glFT.glLineWidth(widthVal)
glFT.glBegin(OpenMayaRender.MGL_LINE_STRIP)
#some openGL primitive draw codes#
glFT.glEnd()
glFT.glDisable(OpenMayaRender.MGL_BLEND)
glFT.glPopAttrib()
glFT.glPopAttrib()
view.endGL()