Ok so I know how to render a texture on a quad, thats not what I’m asking here. It appears that if I initialize a texture (loaded with Slick Util library) and then try to draw a quad, some weird stuff takes place. I never called glColor3f or glColor4f, and I didn’t write any shaders, so you would think the color of the quad would be white right? WRONG! It uses one of the colors from the texture I loaded. This is kind of hard to visualize so here’s some pseudocode:
Texture texture = new Texture(“blue_texture.png”);
//didn’t bind, or use the texture in any way
glBegin(GL_QUADS);
(specify 4 vertices here)
glEnd();
Output: blue quad
Why is the quad using the color of the texture? Even if I do specify a color, it still uses the one from the texture. Blending is enabled btw. Any way to avoid this?