Ah thanks, that makes sense, although it would be nice if it were
documented(I suppose this is considered obvious to people who actually
work with OpenGL :) ).  I think the most sensible place to call this
would be in my Polygon.draw method.

I have an additional question about how exactly the alpha channel
works.  Right now I have the color mode set to "c4B", which I think
means I provide 4 values(Red, green, blue, alpha), I'm trying to do
generate something similar to the partially transparent A over B as
seen here: 
http://upload.wikimedia.org/wikipedia/commons/2/2a/Alpha_compositing.svg
.  With the end result being something like what's seen at
http://alteredqualia.com/visualization/evolve/ .  a) Is my
understanding of c4B correct, and what value for the alpha compoment
makes sense?

Thanks for the quick response.

On Dec 14, 3:35 pm, "Alex Holkner" <[email protected]> wrote:
> On 12/15/08, Alex_Gaynor <[email protected]> wrote:
>
>
>
> >  I have this code:http://dpaste.com/99080/which is meant to be a
> >  wrapper around drawing polygons.  When I run this code I get the left
> >  side of screen with the image tinted red, and the right side as just
> >  red.  What I would expect is the left side to just be the image, and
> >  the right side to be red.  I'm not sure what I'm doing incorrectly.
> >  Any assistance you can provide would be great.
>
> The current color state is undefined after drawing a polygon
> (according to OpenGL) -- in your case you're finding that it's being
> set to red, the last vertex color used.  pyglet's 'blit' method makes
> no assumptions about the current color, and assumes you've set it
> yourself correctly.
>
> Call glColor3f(1, 1, 1) before calling blit to get the image without
> tint (white vertices).  Alternatively, use a Sprite instead of blit,
> which sets its own vertex colors.
>
> Alex.
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