I last multitextured on a quads a regular texture and a light map texture. it looks great, no problem
then i added a decal (an affiche on a brick wall), but as the decal is added after the light map, it isn’t affected by the light map and is way too bright.
so i render the wall, then apply my decal, then redraw the wall with my light map texture.
but when i set my glBlendFunc (as i draw the second quad with lightmap) at glBlendFunc(GL_DST_ALPHA,GL_ONE); (and i tried most of the others too), the black part of the texture is fully transparent, which is normal, cause that’s the way it works (black = transparent, white stays) but that’s not like a correct light map…
so what am i suppose to do : i tried all parameter for the blendfunc and nothing look great
thx for help
forget about it !! i’m an idiot, i posted too fast : glBlendFunc(GL_DST_ALPHA,GL_ONE);
seems to work but it doesnt render as good as ultitexturing though.
excuse me for posting too fast
[This message has been edited by wizzo (edited 07-22-2003).]