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    <p>I have managed to solve my problem and here is the solution</p> <pre><code>-(void)render { if (texture_m != nil) { effect_m.texture2d0.enabled = GL_TRUE; // here you need to env mode to GLKTextureEnvModeModulate rather than GLKTextureEnvModeReplace effect_m.texture2d0.envMode = GLKTextureEnvModeModulate; effect_m.texture2d0.target = GLKTextureTarget2D; effect_m.texture2d0.name = texture_m.name; } // then here I have added the tint colour to the GLKBaseEffect class as constant colour which I imagine replaces the calls to glColor4f for OpenGL1.1 effect_m.useConstantColor = YES; float alphaValue = 0.7; GLKVector4 colour = GLKVector4Make( 0* alphaValue, 1* alphaValue, 1* alphaValue, alphaValue ); effect_m.constantColor = colour; // remember multiplying the alpha value to each colour component [effect_m prepareToDraw]; glClear(GL_COLOR_BUFFER_BIT); GLfloat squareVertices[] = { 50, 50, 150, 50, 50, 150, 150, 150 }; GLfloat squareTexture[] = { 0, 0, 1, 0, 0, 1, 1, 1 }; // glColor4f not necessary // glColor4f( 1, 0, 0, 1 ); glEnableVertexAttribArray(GLKVertexAttribPosition); glEnableVertexAttribArray(GLKVertexAttribTexCoord0); glEnable(GL_BLEND); glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA ); glVertexAttribPointer(GLKVertexAttribPosition, 2, GL_FLOAT, GL_FALSE, 0, squareVertices); glVertexAttribPointer(GLKVertexAttribTexCoord0, 2, GL_FLOAT, GL_FALSE, 0, squareTexture ); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); glDisableVertexAttribArray(GLKVertexAttribPosition); glDisableVertexAttribArray(GLKVertexAttribTexCoord0); } </code></pre>
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