Hi, new here!
So me and my friend are working hard on our 2D game engine based on LibGDX,
and it can do a lot but there is no support for Lights, So we need to implement a good lighting system,
I am relatively new to shaders though, while I’ve read lot’s of cool tutorials on how it’s done, the question that is left for me is an architecture of that all.
There are tons of tutorials on how to cast a light on one particular texture, but we have an entire scene, build of many many textures.
So what is the best way to do that? Render all scene to FBO, then apply light to it? if so, is it optimal to render entire scene to FBO or maybe just parts that potentially will be light up? What are the common practices/mistakes? Basically I am not seeing entire picture of how is this usually done Anyone did this before? would really appreciate any help or advice, and I can provide a screenshot of a level for example to make it really clear what I need to be done.
Thank!