Thanks for your response.
That’s what I’d thought, but for some reason I can’t get it to work.
Looking at my Red Book, page 403, table 9-4, for a GL_RGBA format the following formula should work C=CfCt and A=AfAt, where f is the incoming fragment ( I assumed this is designated by glColor4fv(color) ), and t is the texture.
Here is a stripped down version of my code. I’ve been playing with this for a long time, and just can’t get it to work. The texture displays right, but for some reason whenever I change the color value it has no effect. If I eliminate texturing, then the quad displays color as it should, but as soon as I place texturing in there, the texturing supercedes the color, and I see no color tint come through.
I even have the Nat Robins tutorial example, but mine won’t cooperate. Very confusing.
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, texIdx);
glColor4fv(color);
glBegin(GL_QUADS)
glTexCoord2f(0.0f,0.0f);
glVertex3fv(x1,y1,z1);
glTexCoord2f(1.0f,0.0f);
glVertex3fv(x2,y2,z2);
glTexCoord2f(1.0f,0.0f);
glVertex3fv(x3,y3,z3);
glTexCoord2f(1.0f,0.0f);
glVertex3fv(x4,y4,z4);
glEnd(GL_QUADS);