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Using a texture's alpha channel to produce solid colors

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Hi all, I'm trying to do something which is seemingly simple, but I can't figure out how to accomplish it. I want to be able to render objects in my game with solid color values (rather than textured) but I want to color-key the objects with the alpha-channel of a texture. Is there a simple method of doing this? I have been unsuccessful in finding a solution (either here, or on the web). Any help is appreciated!

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Right... I have the following states set up to accomplish the effect described in my original post:

glAlphaFunc(GL_NOTEQUAL, 0.0f);
glColor4ub(r, g, b, a);

The above bolded is what I'm unsure about...

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