Hello!
I’m having trouble with a lighting problem. I understand the concept of creating a lightmap, and even have a set of pixel blending functions graciously provided by Dx4 in this post: http://www.java-gaming.org/topics/some-new-blendmodes-add-multiply-overlay-etc/24529/view.html.
I’m currently running my prototype in FSEM with a BufferStrategy, Direct3d turned off by runtime options. Now, I’m wondering, given the Graphics I’ve been drawing all my lovely (read: horrifyingly primitive) sprites to, how exactly should I access the pixel data for the blending methods? Keeping a separate BufferedImage and calling out each pixel is EXTREMELY slow (especially in 1080p). Even having that BufferedImage and not applying a lightmap to it, then drawing it with g.drawImage(im, blah) is slow. Is there something I’m missing?
Best,
Munch
[EDIT] the end goal is something akin to this: http://www.youtube.com/watch?v=Xmn6zhDJGLE&feature=fvwp&NR=1 though without the bump mapping.