Color color = Color.RED; // I want to draw the texture to solid red color
GL11.glTexEnvi(GL11.GL_TEXTURE_ENV, GL11.GL_TEXTURE_ENV_MODE, GL11.GL_MODULATE);
GL11.glColor4f((float) color.getRed() / 255f,
(float) color.getGreen() / 255f,
(float) color.getBlue() / 255f,
(float) color.getAlpha() / 255f);
// draw the textures
//................
GL11.glColor3f(1.0f, 1.0f, 1.0f);
But it's not working at all

Could someone please give me a simply working code...
Thanks
PS: for anyone would like to test my Java2D to OpenGL LWJGL conversion:
http://goldenstudios.or.id/products/games/bin/robosick.jnlp[/quote]
Texture texture;
int x, y;
// store the current model matrix
GL11.glPushMatrix();
texture.bind(); // -> GL11.glBindTexture(GL.GL_TEXTURE_2D, textureID);
GL11.glTranslatef(x, y, 0);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glBegin(GL11.GL_QUADS);
GL11.glColor3f(1.0f,1.0f,1.0f);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(0, 0);
GL11.glColor3f(1.0f,1.0f,1.0f);
GL11.glTexCoord2f(0, 1.0f);
GL11.glVertex2f(0, texture.getImageHeight());
GL11.glColor3f(1.0f,0.0f,0.0f);
GL11.glTexCoord2f(1.0f,1.0f);
GL11.glVertex2f(texture.getImageWidth(), texture.getImageHeight());
GL11.glColor3f(1.0f,0.0f,0.0f);
GL11.glTexCoord2f(1.0f, 0);
GL11.glVertex2f(texture.getImageWidth(), 0);
GL11.glEnd();
GL11.glDisable(GL11.GL_TEXTURE_2D);
// restore the model view matrix to prevent contamination
GL11.glPopMatrix();
ps: turn out any lights and this sample should work.. if you have to use lights you have to use a
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
statement before you draw the quad