In my 2D game I use
glColor4f() to set the color and draw my screen border rectangles
but when I try to start drawing my game objects, made up of a texture
on a rectangular “quad”, using
GL10.GL_COLOR_ARRAY, it uses the “current
My question is what do I need to set/reset in OpenGl ES to re-enable it to
use the colors from the texture when I try to draw them? If I comment out the border drawing, so
glColor4f() never gets called, the colors are fine.
I’m not using double buffering. I read that once you set the color with
glColor4f() it stays set, unless you possibly use
but I heard that that’s expensive, time wise.