LibGDX, Box2D Lighting. Turning off Box2DLights for certain sprites, not bodies

Hi, I’ve been trying to find a way to disable Box2DLights for certain sprites, while still using Box2DLights for other bodies and sprites.

I have a starry background and a ship. It is a top down kinda game. The problem is where the lighting casts shadows over the background stars.
I can’t exactly set ambient lighting as I need the pitch black areas. I’ve looked around and bumped into a few things. Blending, filtering and shaders.
I have no idea how shaders/GLSL work but it seems to be what I should look more into :confused:
I’m actually already using filtering for certain bodies, the floor fixture for example.
Of course I don’t know what’s going on in the background, but to turn off Box2DLights for a texture seems like it would be a simple task ::slight_smile:

I think blending is a good option also. My guess, from what I’ve discovered is there might be a way to render the lighting to a buffer or something
and then use blending to hide lights and shadows on certain sprite textures.

Otherwise I might have missed something I dunno.

My render loop goes like this



	public void render(float delta){
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
		
		cam2D.update();
		camBG.update();
		
		batchBG.setProjectionMatrix(camBG.combined);
		batch2D.setProjectionMatrix(cam2D.combined);
		ship1.update(Main.cameraZoom);
		background.update();
		character.update(cam2D.position.x, cam2D.position.y);

		if(GameInputs.keyPressed(Keys.ESCAPE))
			main.setScreen(new LaunchScene(main));

		world.step(12, 80, 80);
		
		shipLight.setPosition(ship1.body.getWorldCenter().x, ship1.body.getWorldCenter().y);
		playerLight.setPosition(character.body.getWorldCenter().x+character.force.x*99999, character.body.getWorldCenter().y+character.force.y*99999);
		
		batchBG.begin();
		background.render(batchBG);
		batchBG.end();

		batch2D.begin();
		ship1.render(batch2D);
		character.render(batch2D);
		batch2D.end();
		
		rayHandler.updateAndRender();
		rayHandler.setCombinedMatrix(cam2D);
	}