if (w->vCount) { WindowPaintAttrib wAttrib; wAttrib.opacity = OPAQUE; wAttrib.saturation = COLOR; wAttrib.brightness = BRIGHT; //wAttrib.opacity = gw->group->color[3]; glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glColor4us(gw->group->color[0], gw->group->color[1], gw->group->color[2], ((gw->group->color[3] * wAttrib.opacity) / 0xFFFF)); (*w->screen->drawWindowTexture) (w, &gs->glowTexture, &wAttrib, mask | PAINT_WINDOW_TRANSLUCENT_MASK); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); screenTexEnvMode (w->screen, GL_REPLACE); glColor4usv(defaultColor); }