I have always found it annoying that dead bodies don't get colored in GLQuake. Quakeworld, they do. And DarkPlaces since something like build 73 way, way long ago in something like 2002 ... they do.
The reason deadbodies don't get colored in GLQuake works like this:
1. With OpenGL, you must have player texture slots. GLQuake uses 16 (Quakeworld uses 128).
2. If a player changes color, the player texture gets recolored and re-uploaded. This has a performance cost.
Taking a very conservative approach with the following boundaries and sticking with the 16 player texture slots, it is possible to essentially get colored player bodies for free because the dead body's colored skin is already uploaded as the player skin so you just bind to it.
Well ...
1) If you are running id1 Quake and not something with several player skins
2) Or something with multiple player models (FVF comes to mind, so does Slide).
And ... if you stick within the bounds of 16 player textures and ONLY using those slots to color bodies, you also have the problem that the client doesn't always know what player model a player is using (if a player isn't in view, for example).
For example, if someone gets the invisibility ring, they switch to eyes.mdl
Interesting problem ... if sticking to the 16 player textures concept. Almost requires at least a mild skin manager like Quakeworld uses.