quote:Original post by microdotOriginal post by Null and Void
When you set the color, all vertices are rendered with that color (until you change the color). By default, textured primitives are affected by the current color too. Setting the color to white (all 1.0) is an easy way to make things appear unmodified.
Yeah, and watch out for this one. When working with raster drawing functions like glBitmap() and calllists generated by wglUseFontBitmaps(), calls to glColor*() don''t take effect for raster functions until after a call to glRasterPos*(). So if you set the raster position then set the color and try drawing text, you''ll end up with text the wrong color.
Ah yes that works now. I went back to GL_MODULATE and called glColor3f(blue) and then glRasterPos() and then before the () returns I called glColor3f(white) and now all is working fine. THanks