colorizing problem

Hi. I’m trying to colorize one texture, and all other textures become colorized too :frowning:

//This fuction binding all textures
void bindingFunction() 
{ 
for(...)
{
  glBindTexture(GL_TEXTURE_2D, tex[i]); 
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 
  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 
  glTexImage2D(...); 

  // ... draw current texture & compile it in display list
  // ... 
} // for(...)

// Bind texture, that should be colorized
glBindTexture(GL_TEXTURE_2D, mark); 

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); 
glTexImage2D(...); 
} 

// repaint function

void repaint() 
{ 

glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); 
// call display lists
// ... 

// draw standalonw texure
glBindTexture(GL_TEXTURE_2D, mark); 
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 

glBegin(GL_QUADS); 
        glColor3f(1.0, 0.0, 0.0); 
        glTexCoord2f(0.0, 0.0);  glVertex2f(coords[0], coords[1]); 
        glTexCoord2f(1.0, 0.0);  glVertex2f(coords[2], coords[3]); 
        glTexCoord2f(1.0, 1.0);  glVertex2f(coords[4], coords[5]); 
        glTexCoord2f(0.0, 1.0);  glVertex2f(coords[6], coords[7]); 
glEnd(); 
}

So, texture name ‘mark’ looks OK, but the alpha channel in other textures becomes red! Non-transparent textures in display list are drawn OK.

What’s wrong ?
Thanks.

Closed.

Closed. :slight_smile: