DoGA will blend color and image textures since it renders a scene. DB/DirectX is not always as clever, I usually take one of two approaches. Either I don't use textures at all and I use color only for each of the parts. Or, I leave the color set to white and use custom textures as the only source of color data. Both extremes appear to work fine.
Often, I'll make a complex texture in DoGA and render it to a white panel. I'll then use that image as a custom texture for the parts with all the colors, images, bitmaps, etc. 'cooked' in.
--
TAZ
"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1