glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, lightmap->get_handle());
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, screen->h - lightmap_height, lightmap_width, lightmap_height);
glViewport(0, 0, screen->w, screen->h);
glMatrixMode(GL_PROJECTION);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, lightmap->get_handle());
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, screen->h - lightmap_height, lightmap_width, lightmap_height);
glViewport(0, 0, screen->w, screen->h);
glMatrixMode(GL_PROJECTION);