RGBA stands for Red, Green, Blue, and Alpha, and is used to specify varying degrees of color and opacity. All values vary between 0.0 and 1.0. An alpha value can be set globally or locally. Color values are set using the routine glColor3f(<red>,<blue>,<green>); in this case the global setting of alpha is used. The routine glColor4f(<red>,<blue>,<green><alpha>) may be used to specify alpha in-line.
Commonly Used RGB Colors
The color buffer should be cleared each time before drawing
a scene using the command
glClear(GL_COLOR_BUFFER_BIT).
| Choosing Background Color and Clearing Screen
glClearColor(red,green,blue, alpha)
glClear(CL_COLOR_BUFFER_BIT)
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Dithering is a coloring technique used to accommodate hardware with limited color resolution.

It is a bit hard to see in the gif above, so here is an illustration of the general idea of what is happening:

Moving from left to right, each grid contains a larger proportion of
black than white, which - when viewed from afar - gives the impression
of a gradual fade from white to black. Think of it like an Impressionist
painting.
| In-Class Exercise:
Show your work to your instructor.
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