[FREQ] Blending w/ ParticleEffects?
Nobody has claimed this yet.
- 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.
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
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