   Red shows up as black?
  Ok so im still learning all about opengl, iv been doing some simple stuff working on a scene graph im trying to use vertex colors.I setup a vertex array, texture array and a color array    GLfloat verts[8]={    0,100,    100,100,    100,0,    0,0};    GLfloat col[16]={    255,0,0,100,    255,0,0,100,    255,0,0,100,    255,0,0,100};    GLfloat tex[8]={    0,200,    200,200,    200,0,    0,0};The problem is, when i run with these settings my square should be red, but its completely black. If i change the blue or green values it shows up. I ave no idea what could cause the red to simply not show up.   
  iv tracked it down to my texture loading code, this specific line...glTexImage2D(GL_TEXTURE_RECTANGLE_ARB,0,ilGetInteger(IL_IMAGE_BPP),ilGetInteger(IL_IMAGE_WIDTH),ilGetInteger(IL_IMAGE_HEIGHT),0,ilGetInteger(IL_IMAGE_FORMAT),GL_UNSIGNED_BYTE,ilGetData());Im using DEVil, but im not sure how any of this could effect my red vertex color ?? o.0   ;  ok figured it out i think. I tried opening the blue square i was using as a texture in gimp, then i multiplied 255,0,0 witht he paintbrush and it comes out basically black. So i guess that was my issue. I changed the texenvi to GL_DECAL and it worked as i would have thought. Is this all correct? It was likely blending the red with my blue, and coming out black with GL_MODULATE just like the multiply selection does in a paint program?   ;  When using Floats, your values should be in the range 0.0 to 1.0 (so 0 to 255). If you only have values from 0 to 255, simply dividing by 255 will get them in the range 0.0 to 1.0. Not sure this fixes your exact problem, but it should be something you're aware of.   