How do you render a texture without being affected by glColor?
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My texture itself has a transparent background, and I would like to render it as-is. 

	glEnable(GL_TEXTURE_2D);
	glEnable(GL_BLEND);
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);

	glPushMatrix();

	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	glTranslatef(x, y, 0.0f);
	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
	glVertexPointer(2, GL_FLOAT, 0, undoVertCoord);
	glTexCoordPointer(2, GL_FLOAT, 0, undoTexCoord);
	glBindTexture(GL_TEXTURE_2D, texUndo);
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

The problem is with `glColor4f`. That function seems to overwrite the transparency of the texture, making parts opaque when it should be transparent. But if I feed glColor4f with alpha value of 0, the whole texture becomes transparent.

SO, can you render a texture that ignores glColor4f, rendering the texture as-is? Or in a way that doesn't affect the alpha values?