I have a very strange problem with pspgl: texturing and clearing the screen to a specific color works perfectly, but whenever I use glColor(i/ub/f/..) to draw some colored primitive (lines, triangles), only the red and alpha components have any effect. (i.e. I can only draw various shades of red at varying degrees of transparency). I double checked and even logged the values I pass to the functions, so that's not the problem.
I've tried to find the cause of this for a while now and am still pretty much where I started, so does anyone have an idea what could cause this behaviour? Any help would be greatly appreciated.
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Of course, following the universal rule of programming that states that you find the answer to a problem that has been driving you nuts for hours mere minutes after asking for help, I just found a workaround:
If I disable 2D texturing (glDisable(GL_TEXTURE_2D)) before I draw primitives everything works as expected. Still, can anyone tell me the cause of the original behaviour and wether it is correct?
Strange pspgl (goop version) color problem
Exactly. You win! I figured it out as well but didn't want to update the post again and highlight my stupidity ;)ReKleSS wrote:The top left pixel of the active texture (or whatever the active texcoord is...) wouldn't happen to be #FF0000 would it? I believe it's applying the texture, but since you didn't specify texcoords, only a single pixel of it is being used, and that's affecting the rest of your drawing.