How can I prevent glColor3f() tinting a texture?
I have two on-screen objects, one textured and one solid colour.
I render the solid colour and then the textured one and they are okay for the first frame - any further frames and the textured block becomes tinted a green colour (the colour of my solid block).
glColor3f(1.0,1.0,1.0); before rendering the textured object, or after rendering the solid color object. glColor changes the current color, which then stays like that until you change it again. White is the default, that is why first frame is ok.
Ah thanks! I knew it would be something simple I just didn’t think of that.