diff --git a/src/game/g_game.pas b/src/game/g_game.pas
index 6a26b044dc0aed035326e0e24f0fd61009f8b426..1d95bda6e40339c5e2a11b94d0dcddd04e1ae93c 100644 (file)
--- a/src/game/g_game.pas
+++ b/src/game/g_game.pas
(*
* light rendering: (INVALID!)
* glStencilFunc(GL_EQUAL, 0, $ff);
- * clear depth buffer
- * renderAmbientQuad()
* for each light:
+ * glClear(GL_STENCIL_BUFFER_BIT);
* glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
* draw shadow volume into stencil buffer
* glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); // modify color buffer
* glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // don't modify stencil buffer
* turn off blending
- * draw quad with light alpha
+ * draw color-less quad with light alpha (WARNING! don't touch color!)
* glEnable(GL_BLEND);
- * gl.glBlendFunc(GL_DST_ALPHA, GL_ONE);
+ * glBlendFunc(GL_DST_ALPHA, GL_ONE);
+ * draw all geometry up to and including walls (with alpha-testing, probably) -- this does lighting
*)
wassc := (glIsEnabled(GL_SCISSOR_TEST) <> 0);