Color of bitmap text being ignored

I have a sample of combining ortho mode with projection mode (for example, to do the border around the screen a la Quake or Doom) here:
http://home.att.net/~tennisman2/TryingToCombine.zip

But I have a problem: It’s ignoring my call to glColor3f when I draw the bitmap text. No matter what I set the text comes out the same color. Here’s a code snippet:

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);	glLoadIdentity();
    glOrtho(0.0f, width - 1.0, 0.0, height - 1.0, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);		glLoadIdentity();		
glRasterPos2i(20,20);
glTranslatef(0.0f, 0.0f, 1.0f);
glDisable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, textures[1]);       
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
	glTexCoord2f(1.0, 0.0);

[snip]
glVertex3f(200, 200 + bitmapData->sizeY, 0);
glEnd();
glColor3f(1.0f, 0.0f, 1.0f);
PrintString(listBase, “OpenGL Bitmap Fonts!”);
glEnable(GL_DEPTH_TEST);

Any ideas? I’d appreciate them!

You have to tell OpenGL to use the primitives color rather than the textures.
So make sure the texture mode is set to GL_MODULATE and then use blending. Set the destination blend function to GL_ZERO and the source to GL_ONE. This is actually what OpenGL defaults so you should just be able to enable blending.

Old GLman

Bitmap font? If you’re using glRasterPos to place the font, you need to set the color before calling glRasterPos.

Brian - your suggestion did it. Thanks!