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OpenGL My colors are gettin' screwy under OpenGL

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It seems that if I specify a vertex that ends up offscreen, the color information for that vertex either gets lost, or mangled somehow. Example, I draw a solid blue triangle, two of the vertices stay onscreen, but the third ends up off screen. Somehow I get brown or something like that coming from that vertex. Anyone know why this might happen? Note: I''m using a Voodoo 3 3000, but it also happened when I switched to 32-bit mode and dropped it into software rendering. Any clues? Jonathan

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