Did you try what i said? Should work in your order too:
glDisable( GL_FOG );
DrawLightmaps( );
glEnable( GL_FOG );
glBlendEquation( GL_FUNC_REPLACE );
glBlendFunc( GL_DST_COLOR, GL_ZERO );
DrawLitUntexturedHere( );

Andrew Lucas schrieb:
> Ah, sorry. I thought hlcoders wasn't cut into different sections like that.
>
>  
>
> Anyway, what I'm doing is rendering only the lightmap in the first pass, then
>
> I render the texture and the detail texture in the final pass. Anyway, I 
> tried 
>
> messing with glBlendEquation but couldn't get anything good out of it.
>
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