|
|
Either disable texturing (glDisable(GL_TEXTURE)) before drawing elements that should have simple material based coloring, or create a 1x1 pixel completely white texture and use that (since by default, a fragment that has texturing disabled is also white).
Yes, I guess color textures are a requirement for particle effects, since color textures may also contain alpha values, so you can for example fade out the border of your particle quad. Consider the same without texturing: your particles will be single colored, all solid, which probably looks kinda weird.
Cheers, - Wernaeh
|