This clearly is the wrong list, hl2 modding only.

However, it's not fully clear to me what your rendering passes are. You 
draw the fully lit geometry and then modulate it by a second pass using 
your lights and untextured geometry?

Try the following:
glDisable( GL_FOG );
DrawFullyLitPassHere( );
glEnable( GL_FOG );
glBlendEquation( GL_FUNC_REPLACE );
glBlendFunc( GL_DST_COLOR, GL_ZERO );
DrawLitUntexturedHere( );

-Archy
























glBlendFunc( GL_ONE, GL_


Andrew Lucas schrieb:
> Hello there.
>
>  
>
> I'd like to ask with a problem I'm having related to fog and blending. I'm 
> using a 
>
> modified Paranoia renderer to render my world, and when I have dynamic lights
>
> in a level, I have to render the world in two passes for lighting to be 
> correct.
>
>  
>
> This causes an odd problem with fog, where the fog color is applied 
> incorrectly,
>
> and I haven't managed to solve this bug yet. I'd be really happy if someone
>
> could help me out with this.
>
>  
>
> This is the setting I use when rendering those polygons:
>
> glBlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
>
>  
>
> Thanks.
>   

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