Are you sure that is meant to be a glow map? It looks more like an occlusion map, which would be applied simply using the “modulate” mode.
If you really want to make the bricks glow, you have to make sure that the glow map is loaded into the alpha channel, and then you should use a postprocessing shader that is capable of showing the glow map (such as the “bloom” filter that ships with CommonFilters, see the glow-filter sample program).
Ohhh, I assumed occlusion and glow meant the same thing. It’s definitely an occlusion map. So just to get this straight, I add the glow texture using setTexture and MGlow and then I add the bloom filter? And can I use the occlusion map as the glow map?
No, I wouldn’t suggest adding it as a glow map, unless you are actually trying to create a glowing effect? Ambient occlusion is not related to glow.
A glow map is usually black with white areas indicating where the wall should emit light, which will be simulated by a blur filter in CommonFilters. I don’t think a glow map is what you want to use here.
Yes you’re right, I’ll try using the ambient material property in the morning. I’m trying to get the most realistic look and apart from using a custom shader, what can you recommend?