> I am working on a few features/additions for the compile tools
> and wanted to use Half-Life's additive rendering to blend two
> textures together.
> Not literally, of course, but simply use the same equation used
> in Half-Life to blend two textures together additively.  Now,
> before you say "STFW!!!" I already have, and to my surprise I
> couldn't find much info.  I did happen to read that additive
> blending was like glBlendFunc(GL_ONE, GL_ONE)

Additive blending is usually done with:
glBlendFunc(GL_ALPHA, GL_ONE).

(GL_ONE, GL_ONE will act as though renderamt is always set to
255.)

If you want to use non-additive blending (like rendermode
Texture), it'll be:
glBlendFunc(GL_ALPHA, GL_ONE_MINUS_ALPHA).

Can't really comment on the palette generation question.

--
Laurie Cheers
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