well, yes... but look at the texture, there is some lighting of thouse parts, that I supose you just don't see normaly
I changed the way glow maps were handeled after the intital version and I had to try and fix them blindly in OGL, I quite likely broke them in OGL,
I wonder if I uploaded my nebula glowmap fix...
looks like I didn't, and with my current build slightly unstable from my trying a few things I shal post the fix here to make sure I don't lose it, and so PhReAk can get the fix into OGL
if(GLOWMAP > 0){
gr_screen.gf_set_bitmap(GLOWMAP, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, 0.0);
if ( !gr_tcache_set(gr_screen.current_bitmap, tmap_type, &u_scale, &v_scale, 0, gr_screen.current_bitmap_sx, gr_screen.current_bitmap_sy )) {
mprintf(( "Not rendering a texture because it didn't fit in VRAM!\n" ));
return;
}
gr_d3d_set_state( TEXTURE_SOURCE_DECAL, ALPHA_BLEND_ALPHA_ADDITIVE, zbuffer_type );
for (i=0; i {
if(flags & TMAP_FLAG_PIXEL_FOG)d3d_verts[i].color = RGBA_MAKE((255 - ra), (255 - ga), (255 - ba), ((ba + ga + ra)/2));
else d3d_verts[i].color = RGBA_MAKE(255, 255, 255, 0);
}
if(flags & TMAP_FLAG_PIXEL_FOG)gr_fog_set(GR_FOGMODE_NONE, 0, 0, 0);
d3d_DrawPrimitive(D3DPT_TRIANGLEFAN, D3DVT_TLVERTEX, (LPVOID)d3d_verts, nverts, NULL);
if(flags & TMAP_FLAG_PIXEL_FOG)gr_fog_set(GR_FOGMODE_FOG, ra, ga, ba);
}