NAME
	  fglColor3b, fglColor3d, fglColor3f, fglColor3i, fglColor3s,
	  fglColor3ub, fglColor3ui, fglColor3us, fglColor4b,
	  fglColor4d, fglColor4f, fglColor4i, fglColor4s, fglColor4ub,
	  fglColor4ui, fglColor4us, fglColor3bv, fglColor3dv,
	  fglColor3fv, fglColor3iv, fglColor3sv, fglColor3ubv,
	  fglColor3uiv,	fglColor3usv, fglColor4bv, fglColor4dv,
	  fglColor4fv, fglColor4iv, fglColor4sv, fglColor4ubv,
	  fglColor4uiv,	fglColor4usv - set the current color


     FORTRAN SPECIFICATION
	  SUBROUTINE fglColor3b( INTEGER*1 red,
				 INTEGER*1 green,
				 INTEGER*1 blue	)
	  SUBROUTINE fglColor3d( REAL*8	red,
				 REAL*8	green,
				 REAL*8	blue )
	  SUBROUTINE fglColor3f( REAL*4	red,
				 REAL*4	green,
				 REAL*4	blue )
	  SUBROUTINE fglColor3i( INTEGER*4 red,
				 INTEGER*4 green,
				 INTEGER*4 blue	)
	  SUBROUTINE fglColor3s( INTEGER*2 red,
				 INTEGER*2 green,
				 INTEGER*2 blue	)
	  SUBROUTINE fglColor3ub( INTEGER*1 red,
				  INTEGER*1 green,
				  INTEGER*1 blue )
	  SUBROUTINE fglColor3ui( INTEGER*4 red,
				  INTEGER*4 green,
				  INTEGER*4 blue )
	  SUBROUTINE fglColor3us( INTEGER*2 red,
				  INTEGER*2 green,
				  INTEGER*2 blue )
	  SUBROUTINE fglColor4b( INTEGER*1 red,
				 INTEGER*1 green,
				 INTEGER*1 blue,
				 INTEGER*1 alpha )
	  SUBROUTINE fglColor4d( REAL*8	red,
				 REAL*8	green,
				 REAL*8	blue,
				 REAL*8	alpha )
	  SUBROUTINE fglColor4f( REAL*4	red,
				 REAL*4	green,
				 REAL*4	blue,
				 REAL*4	alpha )
	  SUBROUTINE fglColor4i( INTEGER*4 red,
				 INTEGER*4 green,
				 INTEGER*4 blue,
				 INTEGER*4 alpha )

	  SUBROUTINE fglColor4s( INTEGER*2 red,
				 INTEGER*2 green,
				 INTEGER*2 blue,
				 INTEGER*2 alpha )
	  SUBROUTINE fglColor4ub( INTEGER*1 red,
				  INTEGER*1 green,
				  INTEGER*1 blue,
				  INTEGER*1 alpha )
	  SUBROUTINE fglColor4ui( INTEGER*4 red,
				  INTEGER*4 green,
				  INTEGER*4 blue,
				  INTEGER*4 alpha )
	  SUBROUTINE fglColor4us( INTEGER*2 red,
				  INTEGER*2 green,
				  INTEGER*2 blue,
				  INTEGER*2 alpha )


     PARAMETERS
	  red, green, blue
			  Specify new red, green, and blue values for
			  the current color.

	  alpha		  Specifies a new alpha	value for the current
			  color.  Included only	in the four-argument
			  fglColor4 commands.

     FORTRAN SPECIFICATION
	  SUBROUTINE fglColor3bv( CHARACTER*8 v	)
	  SUBROUTINE fglColor3dv( CHARACTER*8 v	)
	  SUBROUTINE fglColor3fv( CHARACTER*8 v	)
	  SUBROUTINE fglColor3iv( CHARACTER*8 v	)
	  SUBROUTINE fglColor3sv( CHARACTER*8 v	)
	  SUBROUTINE fglColor3ubv( CHARACTER*256 v )
	  SUBROUTINE fglColor3uiv( CHARACTER*8 v )
	  SUBROUTINE fglColor3usv( CHARACTER*8 v )
	  SUBROUTINE fglColor4bv( CHARACTER*8 v	)
	  SUBROUTINE fglColor4dv( CHARACTER*8 v	)
	  SUBROUTINE fglColor4fv( CHARACTER*8 v	)
	  SUBROUTINE fglColor4iv( CHARACTER*8 v	)
	  SUBROUTINE fglColor4sv( CHARACTER*8 v	)
	  SUBROUTINE fglColor4ubv( CHARACTER*256 v )
	  SUBROUTINE fglColor4uiv( CHARACTER*8 v )
	  SUBROUTINE fglColor4usv( CHARACTER*8 v )


     PARAMETERS
	  v    Specifies a pointer to an array that contains red,
	       green, blue, and	(sometimes) alpha values.

     DESCRIPTION
	  The GL stores	both a current single-valued color index and a
	  current four-valued RGBA color.  fglColor sets a new four-
	  valued RGBA color.  fglColor has two major variants:
	  fglColor3 and	fglColor4.  fglColor3 variants specify new
	  red, green, and blue values explicitly and set the current
	  alpha	value to 1.0 (full intensity) implicitly.  fglColor4
	  variants specify all four color components explicitly.

	  fglColor3b, fglColor4b, fglColor3s, fglColor4s, fglColor3i,
	  and fglColor4i 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 format,
	  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.

     NOTES
	  The initial value for	the current color is (1, 1, 1, 1).

	  The current color can	be updated at any time.	 In
	  particular, fglColor can be called between a call to
	  fglBegin and the corresponding call to fglEnd.

     ASSOCIATED	GETS
	  fglGet with argument GL_CURRENT_COLOR
	  fglGet with argument GL_RGBA_MODE

     SEE ALSO
	  fglIndex