/* DECAL ENV */
glBindTextureEXT
( { SPOTLIGHT, PROJSHADOW, CUTOUT } );
glDepthFunc
( GL_LEQUAL );
glDisable
( GL_LIGHTING );
glBlendFunc
( GL_ONE, GL_ZERO );
CulledDisplayList* = DrawScene();
glBindTextureEXT
( COMMON_TEXTURE );
glDepthFunc
( GL_EQUAL* );
glEnable
( GL_LIGHTING );
/* INTENSITY MAP */
glBlendFunc
( { GL_DST_COLOR, GL_DST_ALPHA }*, GL_ZERO );
glCallList
( CulledDisplayList );