• Advertisement
Sign in to follow this  

GL_BLEND for Multipass Lighting with GLSL

This topic is 2524 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Starting with the code:

shaders->SetInt("use_decal_map", 1);
shaders->SetInt("decal_map", 0);
shaders->SetInt("use_normal_map", 0);
shaders->SetInt("normal_map", 2);

glBlendFunc(GL_ONE, GL_ONE);
std::vector<EG::Engine::Graphics::Light *>::iterator light_iterator = scene->GetRenderableLights()->begin();
while (light_iterator != scene->GetRenderableLights()->end()){
EG::Engine::Graphics::Light *light = *light_iterator;
if (light->IsEnabled()){
shaders->SetFloat3("light_position", light->Position().X(), light->Position().Y(), light->Position().Z());
shaders->SetFloat3("light_color", light->Color().X(), light->Color().Y(), light->Color().Z());
shaders->SetFloat4("lighting_parameters", light->Attenuation().X(), light->Attenuation().Y(), light->Attenuation().Z(), light->GetRadius());

std::vector<EG::Engine::Game::Object *>::iterator renderable_objects_iterator = scene->GetRenderableObjects()->begin();
while (renderable_objects_iterator != scene->GetRenderableObjects()->end()){


There are three lights, red, green and blue...
I have a deferred renderer which is working fine, but I wanted to support some other hardware...
(say a work computer for those boring lunch hours)

I wrote a shader which did 3 lights at a time but I didn't want to be limited... blah
So I simplified the shader down to just one light and decided to use a multipass solution.

The computer I'm working on at work does not support any decent FBO setups so I'm skipping those for this purpose.

Basically what I get is the first light that was rendered....

so if I'm looping through my lights in this order, red, green, blue
I only see Red's light.
If I start it at Green, I only see Green, etc...

Can anyone see any obvious problems?

Share this post

Link to post
Share on other sites
It was set to the default... which I'm not sure what that is, but changing it to GL_LEQUAL fixed the problem... thanks!

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement