libgdx / libgdx/box2dlights

[FREQ] Blending w/ ParticleEffects?

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Dominant language
Java
Stars
265
Forks
81
PR merge metrics
No merged PRs in 30d

Description

I'm not sure if blending is the proper term for it, but I've noticed that, due to the ambient light, box2dlights draws a "dim" layer on top of everything, evident in areas where there is no light. Particle effects that are running in the background, and drawn before the call to RayHandler.updateAndRender(), are overlaid by this layer, and I assume other visual effects are as well. Of course, drawing the effects after the box2dlights will render the effect above the dimness, and be unaffected by it.

It would be great (only if possible) if the rendering process accounts for the existence of these effects, and somehow "illuminates" the effect's surrounding area (better yet, using the effect's dominant color); effectively drawing through the dim layer, regardless if the effect was drawn before or after box2dlight's update and render method.

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First steps

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  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
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Research direction

Start by reading the rendering flow around RayHandler.updateAndRender() and how effects are drawn before or after it. The issue does not name files or tests; done would mean determining a rendering approach that prevents particle effects from being incorrectly covered by the dim layer, ideally while accounting for their dominant color.

Written by the indexing model from the issue text.

Assessment

Tech stack
java
Domain
computer-graphics, game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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