I mean that the lighting engine takes in a vertex array, then draws a quad from the two points.
So the vertex array has two points in it and it draws a quad "from" the two points.
This is confusing, how does it draw a quad from two points? Are the two points the corners of the quad?
Then I draw a texture over the lighting, looking like ray casting.
Wait, so you have a texture with highlights and shadows and other lighting effects and then you draw a texture over it? What does ray casting look like?
But the only thing that's ray-casted is the data in the vector array.
Huh? The data in the vector array that is used as a parameter for the "lighting engine"? So lost at this point.
So when I have a texture with alpha and stuff, it doesn't ray cast it. I need a way to make the vertex2f array line up with a texture.
I dont understand this part at all...
Whats the question?