How to add the primary and secondary colors of a fragment (pixel)

glSecondaryColor

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apparently vertices can carry secondary colors. These secondary colors are "added" after the texture stage if and only if the lighting affects are off.

Apparently I read that the lighting effects can cause secondary colors.

Optionally, after all the texture units, a second linearly interpolated color (the specular color) can be added in the color sum stage (if supported), followed by application of fog. The shading pipeline just outlined is commonly known as the traditional OpenGL multi-texturing pipeline.

The above quote is borrowed from Course notes from

By

Markus Hadwiger
Joe M. Kniss
Klaus Engel
Christof Rezk-Salama