I come from the land of OpenGL, so I'm similar with glColor functions, and how they work with the textures that get outputed using the default GL blending methods. I can't seem to get GraphicsDevice.BlendFactor to work as glColor does, but I may not be using the right blending settings. Without using shaders is it possible to get the equivalent functionality in XNA?
For example, I would like to set the current color to RGB(1, 0, 0), and I would like a white cloud to appear red if outputted.
Thanks!