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. > > _________________________________________________________________ > Show them the way! Add maps and directions to your party invites. > http://www.microsoft.com/windows/windowslive/products/events.aspx > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

