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GL_RGB_SCALE and multipass rendering


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#1 sth

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Posted 23 March 2009 - 04:30 PM

I'm rendering my level geometry using multitexturing (Texture * Lightmap, the usual stuff). In the texture combiner setup for the lightmap, I use GL_RGB_SCALE to brighten up the result.

Currently I'm implementing some special effects, requiring parts of the geometry to be rendered in multiple passes, with the lightmap pass coming last. Since the lightmap is rendered "standalone" in this situation, GL_RGB_SCALE doesn't affect the result. Is there a way to create a combiner setup to make GL_RGB_SCALE work in this situation?

Sadly, my target hardware doesn't support shaders (OpenGL ES 1.1 only), so I have to use combiners.
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