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Hi there. I have a problem with glColor3f() - I'm using two viewports, one orthographic, and one perspective. I draw a colored quad in the perspective viewpoint, and then switch to orthographic and draw a textured quad. The problem is, when I switch the buffers, the textured quad is textured, but it has the color of the last glColor3f() overlayed! Code:
//Switch operations to second window.
GL3DScene((213*resmultiplierx),(201*resmultipliery),(811*resmultiplierx), (567*resmultipliery));

glTranslatef(0.0f,0.0f,-2.0f);						// Move 2 Units Into The Screen
glRotatef(-45.0f,1.0f,0.0f,0.0f);					// Tilt The Quad Below Back 45 Degrees.
glRotatef(30/1.5f,0.0f,0.0f,1.0f);					// Rotate By zrot/1.5 On The Z-Axis*/

glBegin(GL_QUADS);							// Begin Drawing A Single Quad	
    glColor3f(1.0f, 0.0f, 0.0f); glVertex3f( 1.0f,  1.0f, 0.0f);
    glColor3f(1.0f, 0.0f, 1.0f); glVertex3f(-1.0f,  1.0f, 0.0f);
    glColor3f(0.0f, 1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
    glColor3f(1.0f, 1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 0.0f);

//2D WINDOW! //
glViewport (0, 0, (1024*resmultipliery), (768*resmultipliery));
glMatrixMode (GL_PROJECTION);						// Select The Projection Matrix
glLoadIdentity ();							// Reset The Projection Matrix
			// Set Up Ortho Mode To Fit 1/4 The Screen (Size Of A Viewport)
gluOrtho2D(0, (1024*resmultiplierx), (768*resmultipliery), 0);
glMatrixMode( GL_MODELVIEW );


LoadTexture loads the texture, and DrawRect draws a quad. I'll post links to images that display the problem: What's actually happening What it should look like Many thanks for your help! Sputty.

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You'll want to set your colour back to white right before drawing the textured quad with glcolor3f(1.0f, 1.0f, 1.0f).

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In your texture setup code you probably have (or don't have) this call:


which will modulate texture fragments with the colour fragments. To prevent this, you can replace GL_MODULATE with GL_DECAL.

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Original post by LordSputnik
Will that work with lighting? I read somewhere that it needed to be Modulate for textures to work with lights...

It won't work with lighting in the sense that the surface won't be lit, just as it won't be coloured/tinted either.
You don't usually want to have screen aligned sprites affected by lighting though, you could add a flag to your texture function to tell it whether it's loading a UI texture or a scene texture - or, as V-man said, keep control of the current colour.

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