It seems as though enabling multitexture enables me to use textures+lightmaps with the Depth-Buffer ON, whereas I used to have to disable depth-testing when applying the lightmaps. Thats pretty cool…
Is there any other advantage to multi-texturing besides what i just said and the speed?
I had a look at Quake and it does its lightmap blending with GL_BLEND, whereas if i try that in my prog, it looks very screwed… Is this because indexed color (quake) modes do blending differently? I personally use GL_MODULATE…
Thanks in adv.
[This message has been edited by drakaza (edited 08-06-2000).]