You could use multitexturing and the GL_ADD texture environment on the second texture unit, with the texture for the second unit being all white (or whatever color).
[This message has been edited by DFrey (edited 09-08-2000).]
You could also use separate_specular_color to add the secondary iterated color AFTER texturing. That or multitexture with texture_env_add would be my suggestion.
If you’re lightmapping you can use glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR). This will give you a light range of “0…2” … well, it’s still 0…1 but any number above 0.5 will brighten the pixel. The max brightness will be twice the texel colour.
a better way to unbind the texture is to do
glBindTexture(GL_TEXTURE_2D,GL_TEXTURE_2D),
and of course, don’t ever use the default texture to upload something