Hi,
I am having an issue with glColor seemingly inheriting the last colour.
A summary of my draw loop code looks like this:
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
GL11.glLoadIdentity();
GL11.glPushMatrix();
GL11.glBindTexture(target, textureID);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.0f, 0.0f); GL11.glVertex3f(-5.0f, 5.0f, 5.0f);
GL11.glTexCoord2f(1.0f, 0.0f); GL11.glVertex3f(5.0f, 5.0f, 5.0f);
GL11.glTexCoord2f(1.0f, 1.0f); GL11.glVertex3f(5.0f, 5.0f, -5.0f);
GL11.glTexCoord2f(0.0f, 1.0f); GL11.glVertex3f(-5.0f, 5.0f, -5.0f);
GL11.glEnd();
//Draw white triangle
GL11.glBegin(GL11.GL_TRIANGLES);
GL11.glColor3f(1.0f, 1.0f, 1.0f);
GL11.glVertex3f(5.0f, 10.0f, 40.0f);
GL11.glColor3f(1.0f, 1.0f, 1.0f);
GL11.glVertex3f(5.0f, 0.0f, 40.0f);
GL11.glColor3f(1.0f, 1.0f, 1.0f);
GL11.glVertex3f(-5.0f, 0.0f, 40.0f);
GL11.glEnd();
GL11.glPopMatrix();
The problem is the triangle appears to be picking up a colour from the texture I am using. So it doesn’t come out white, in my case it comes out green!
If I change the texture I am using the colour of the triangle changes to match.
What am I missing?