   Blending quesition
  I've rendered my scene with only shadows/lighting. Now I want to render it again with textures and blend it in such a way that the value in the color buffer is equal to the the old color buffer value multiplied by the new value. What blend function should I use? (so if I have the value (0.5, 0.5, 0.5, 1.0) in the color buffer from the lighting, and a texel has the value (0.0, 1.0, 0.5), I want the final result to be (0.0, 0.5, 0.25, 1.0).   
glBlendFunc(GL_DST_COLOR, GL_ZERO);orglBlendFunc(GL_ZERO, GL_SRC_COLOR);should do the trick.   