// Sample quake 3 shader
textures/test/test_shader
{
{
map $lightmap
rgbGen identity
}
{
map launchpad_diamond.jpg
rgbGen identity
blendfunc gl_dst_color gl_zero
}
{
map launchpad_dot.jpg
blendfunc gl_one gl_one
}
}
{
map launchpad_arrow.tga
blendfunc gl_one gl_one
}
// ok i want to convert this to opengl code so is this right
glBindTexture(GL_TEXTURE_2D, tList[face_lightmap]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
renderface();
glEnable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, tList([launchpad_diamond]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBlendFunc(GL_DST_COLOR, GL_ZERO);
renderface();
glBindTexture(GL_TEXTURE_2D, tList[launchpad_dot]);
glBlendFunc(GL_ONE, GL_ONE);
renderface();
glBindTexture(GL_TEXTURE_2D, tList[launchpad_arrow]);
glBlendFunc(GL_ONE, GL_ONE);
renderface();