Go away, I don't want to read about OpenGL. Later dudes. /ScarT
2009/2/28 Julian Moschüring <ar...@gmx.com> > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders