   How can I make my sprite(texture) blink with different colors?
  Like when it takes damage and the main character blinks on a yellow color..how can I do it? the only thing I know do is change the material color of the poly where the sprite is being textured..But I can't change the sprite color homogeneously in this way ( like turn all the colors yellow, and not just 'influencing' its original colors... )Heres what im doing:glBindTexture( GL_TEXTURE_2D, texturehandle[3] );//spriteglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);//glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, m_sprite_STND->w, m_sprite_STND->h, 0,GL_RGBA, GL_UNSIGNED_BYTE, m_sprite_STND->pixels );...GLfloat mabcolors2[]={ 1.0f, 1.0f, 1.0f, 1.0f };//white/transparentGLfloat mscolors2[] = {1.0f, 1.0f, 1.0f, 1.0f };//yellowglMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mabcolors2);//glMaterialf(GL_FRONT, GL_SHININESS, 50.0f);glMaterialfv(GL_FRONT, GL_SPECULAR, mscolors2);...glEnable(GL_BLEND);glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);glDisable(GL_CULL_FACE);//glDisable(GL_DEPTH_TEST);//glBlendFunc(GL_SRC_ALPHA, GL_ZERO  );//glBlendFunc (GL_ONE, GL_ONE);glBegin(GL_QUADS);glNormal3f(0.0f, 0.0f, -1.0f);glColor4f( 1.0f, 1.0f, 0.0f, 0.5f );glTexCoord2f(dl, 0.0f);glVertex3f(-16.0f, 100.0f, -500.0f);glTexCoord2f(ur, 0.0f);glVertex3f( 16.0f, 100.0f, -500.0f);glTexCoord2f(ur, 1.0f);glVertex3f( 16.0f, 132.0f, -500.0f);glTexCoord2f(dl, 1.0f);glVertex3f( -16.0f, 132.0f, -500.0f);glEnd();//glEnable(GL_DEPTH_TEST);glEnable(GL_CULL_FACE);glDisable(GL_BLEND);
  If I'm understnding this right, you want your fragment to have the alpha from the texture, but a colour you supply from somewhere else. This will leave a solid coloured cut-out in the shape of your sprite.You could look at using glBlendFuncSeparate()This lets you pick how the RGB and the ALPHA channels are combined by supplying a value representing the equation for each of the SRC and DEST parts. You can then specify the constant colour to use as part of the operation using glBlendColor().;Ah, maybe texture combiners might be easier to use.float colour[4]={ 1.0, 1.0, 0.0, 1.0 }; // solid yellowglTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, colour);// this sets your solid colourglTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE);glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOUR);// this says please use the solid colour as the RGB source for the blendglTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE);glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);// this says please use the texture's alpha value for the blendglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);// this says don't use any other values, just go with SOURCE0And then you can just do the normal alpha-blending to get your sprite's transparency to work.;  How about GL_MODLUATE ,and change color of the sprite accordingly. ex, ... glTex--GL_MODLUATE...if(playerHIT){ glColor3f(1,0,0); WaitSomeTime(); playerHIT = false; }   ;  "How about GL_MODLUATE"That would fail the "like turn all the colors yellow, and not just 'influencing' its original colors..." part of the requirement.