Posted 14 June 2001 - 03:34 AM
I''m not sure if this is standard but on my system this is how it works. When you draw vertices using texture mapping it skews the colors to what is enabled on your last glColor call. So if you had previously called:
glColor4f( 0.0f, 0.0f, 0.0f, 1.0f );
It would be completely black.
glColor4f( 0.0f, 0.0f, 1.0f, 1.0f );
will make the colors range from 0.0, 0.0, 0.0 to 0.0, 0.0, 1.0
You would need to set your color to 1.0, 1.0, 1.0 to get the full rang of colors in your texture.
Seeya
Krippy