Go away, I don't want to read about OpenGL. Later dudes.
/ScarT
2009/2/28 Julian Moschüring
> 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:
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 );
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 da
No, OpenGL, ot
Tobias Kammersgaard schrieb:
> Is this GoldSrc or am I just really hungover?
>
> /ScarT
>
>
> 2009/2/28 Andrew Lucas
>
>
>> I thought your wrote GL_FUNC_REPLACE by mistake, because
>>
>> I couldn't find any references of it at all, so I tried using all
>>
>> the others that they
Is this GoldSrc or am I just really hungover?
/ScarT
2009/2/28 Andrew Lucas
>
> I thought your wrote GL_FUNC_REPLACE by mistake, because
>
> I couldn't find any references of it at all, so I tried using all
>
> the others that they listed, but they all produced weird results.
>
>
>
> Also, usi
Oups, this should be correct.
glDisable( GL_FOG );
DrawLightmaps( );
glEnable( GL_FOG );
glBlendEquation( GL_FUNC_ADD );
glBlendFunc( GL_DST_COLOR, GL_ZERO );
DrawUnlitGeometry( );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
--
This way the second pass will set the destination to
d1 = d0
I thought your wrote GL_FUNC_REPLACE by mistake, because
I couldn't find any references of it at all, so I tried using all
the others that they listed, but they all produced weird results.
Also, using GL_ZERO as the destination ruins the lighting
quality on my brushes, wich I'd like to avo
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 sec
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 goo
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( );
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
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