I've ran into this problem:
I have a regular sprite, to which i changed alpha with SetColor()
I have some other drawing code which binds another texture in opengl, which screws up the sfml rendering of the sprite.
To prevent this, i used glGet to save the current texture before the custom drawing code. And restored that texture with glBindTexture after it.
This worked, and both drawing code and sfml are rendering correctly, except the texture has full alpha again( color 255,255,255,255 ).
What happened to my custom color, and how to restore it?