> 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

