for(int i=0;i<num_OfLights;i++) { glBlendFunc(GL_ONE,GL_ONE); glEnable(GL_BLEND); RenderFace(faceIndex,i);}
i tried something like that yet... correct me if it is totally wrong :)
for(int i=0;i<num_OfLights;i++) { glBlendFunc(GL_ONE,GL_ONE); glEnable(GL_BLEND); RenderFace(faceIndex,i);}
Quote: Original post by snisarenko
When you render a second pass, shouldn't you also turn on polygon offset to prevent z fighting?