GLbyte green, GLbyte blue )void glColor3d( GLdouble red,
GLdouble green, GLdouble blue )void glColor3f( GLfloat red,
GLfloat green, GLfloat blue )void glColor3i( GLint red,
GLint green, GLint blue )void glColor3s( GLshort red,
GLshort green, GLshort blue )void glColor3ub( GLubyte red,
GLubyte green, GLubyte blue )void glColor3ui( GLuint red,
GLuint green, GLuint blue )void glColor3us( GLushort red,
GLushort green, GLushort blue )void glColor4b( GLbyte red,
GLbyte green, GLbyte blue, GLbyte alpha )void glColor4d( GLdouble red,
GLdouble green, GLdouble blue, GLdouble alpha )void glColor4f( GLfloat red,
GLfloat green, GLfloat blue, GLfloat alpha )void glColor4i( GLint red,
GLint green, GLint blue, GLint alpha )void glColor4s( GLshort red,
GLshort green, GLshort blue, GLshort alpha )void glColor4ub( GLubyte red,
GLubyte green, GLubyte blue, GLubyte alpha )void glColor4ui( GLuint red,
GLuint green, GLuint blue, GLuint alpha )void glColor4us( GLushort red,
GLushort green, GLushort blue, GLushort alpha )
eqn not supported
glColor3b, glColor4b, glColor3s, glColor4s, glColor3i, and glColor4i take three or four signed byte, short, or long integers as arguments. When v is appended to the name, the color commands can take a pointer to an array of such values.
Current color values are stored in floating-point , with unspecified mantissa and exponent sizes. Unsigned integer color components, when specified, are linearly mapped to floating-point values such that the largest representable value maps to 1.0 (full intensity), and 0 maps to 0.0 (zero intensity). Signed integer color components, when specified, are linearly mapped to floating-point values such that the most positive representable value maps to 1.0, and the most negative representable value maps to -1.0. (Note that this mapping does not convert 0 precisely to 0.0.) Floating-point values are mapped directly.
Neither floating-point nor signed integer values are clamped to the range [0,1] before the current color is updated. However, color components are clamped to this range before they are interpolated or written into a color buffer.
The current color can be updated at any time. In particular, glColor can be called between a call to glBegin and the corresponding call to glEnd.