Martee's method will work, even though I'd recommend disabling blending in the first pass instead of using glBlendFunc(GL_ONE, GL_ZERO)
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It's also known as shadow-mapping since the real thing you do is adding shadows, not really adding light.
That is, if you skip the 'lightmap' pass your scene will be fully bright, so using 'lightmaps' only adds shadows and that's why it's sometimes called 'shadowmaps'
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If possible, I'd recommend multi-texturing with your ground/metal texture in texture unit 0 and the lightmap in texture unit 1, and use the texture environment function GL_MODULATE in texture unit 1. It is alot faster (if the graphics card supports it in hardware of course) and saves the usage of blending, thus allowing various blending effects on your lightmapped object(s).
[edited by - vincoof on May 2, 2002 3:19:52 AM]