Simple lightmap headaches

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5 comments, last by zedz 15 years, 9 months ago
blah
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Might be a matter of render order. However, I guess there's no correct order since one light would "cut off" the other in either order.

You could try additive blending, i.e. using GL_ONE one both the source and the destination.
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Also - it might be worth trying to remove unwanted pixels by first using ALPHA testing before the blending stage.

For best results you really need to perform additive blending.

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Try this for additive blending: glBlendFunc( GL_SRC_ALPHA, GL_ONE );

Is your texture an RGBA?

Are you using shaders by any chance?

Can you post a screen shot from the same vantage point of the 3rd, using the above blending function?

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Well, you need a source alpha channel, 32 bit, to use glBlendFunc( GL_SRC_ALPHA, GL_ONE );

It's nearly impossible to see anything in your first two screen shots.
based on that ONE ONE screenshot, the bledning is not the problem,
it looks like a depth issue
use glDisable( GL_DEPTH_TEST ) with GL_ONE GL_ONE + it should work (it will not be correct though cause i assume u want to have depth in the scene, but it will show u that u were looking at the wrong cause)

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if youve got it all setup correctly, it should just work
are u using glDepthFunc( GL_LEQUAL )

is the ground flat ie are all the dots on the same level plane, if so LEQUAL should work, u could perhaps try glDepthMask( GL_FALSE ) but thats not ideal

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