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Basiror

multipass problem in q3 radiant

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the problem is the 2 texture layer don t blend with another both are RGB textures and the qglColor calls are used to set the alpha blending factors, but it doesn t work all i get is either 100% obaque triangles of layer0 or layer1 any idea? maybe incorrect setup of states or wrong texenvmode? sorry but i can t get it to work the pixelformat descriptor is RGBA and 32 for colors
void DrawTerrainPatch(patchMesh_t *pm)
{
	int i,a;
	
	qglBindTexture(GL_TEXTURE_2D,pm->d_texture0->texture_number);
	
	qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
	

	for(i=0;i<(pm->height-1);i++)
	{
		qglPointSize(10);
		qglBegin(GL_TRIANGLE_STRIP);
		for(a=0;awidth;a++)
		{
			qglColor4f(1,1,1,0.2);
			qglTexCoord2fv(pm->ctrl.st);
			qglNormal3fv(pm->ctrlLink 

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Hi

so i found the problem
the shademodel was set to GL_FLAT thus no color interpolation across the polygons


thx for reading

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