glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+ //glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+ glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
handle_drawing_requests(lightmap_requests);
lightmap_requests.clear();
drawing_requests.clear();
if(use_lightmap) {
- glBlendFunc(GL_DST_COLOR, GL_ZERO);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindTexture(GL_TEXTURE_2D, lightmap->get_handle());
glBegin(GL_QUADS);