Ouh, you render a light map and than the textures with dynamic lights? Multiplying the light map with the dynamic light geometry will not add the light as intended.
An easy solution would be: glBlendEquation( GL_FUNC_ADD ); glDisable( GL_FOG ); DrawLightmaps( ); glBlendFunc( GL_ONE, GL_ONE ); DrawDynamicLightmaps( ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glEnable( GL_FOG ); glBlendFunc( GL_DST_COLOR, GL_ZERO ); DrawCompletelyUnlitGeometry( ); This is doing the following in 3 passes: 1. Render the lightmap 2. Add the dynamic lightning to the lightmap 3. Add textures and fog values But you can use dynamic lightning and static lightmaps in one pass without problems. You should read a book about opengl... Andrew Lucas schrieb: > Nah, it doesn't want to work. The unlit triangles not only become much > darker, but the fog affects all of them incorrectly. I guess it's not that > important anyway, I could just render the dynlights after everything else has > been rendered, except that they won't be able to light up completely dark > areas. > > > > Thanks for your help though. > > _________________________________________________________________ > Invite your mail contacts to join your friends list with Windows Live Spaces. > It's easy! > http://spaces.live.com/spacesapi.aspx?wx_action=create&wx_url=/friends.aspx&mkt=en-us > _______________________________________________ > 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

