See attached image for an example. This was taken on the Flash target, however with neko/windows the lighting is buggy, as the draw order of the lights affects the end result, and with colored lights the problem is very apparent.
I'll try some different images and different file formats and see if that makes a difference.
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Hi! This has actually been done before and you can find it here:
http://haxeflixel.com/forum/?place=msg%2Fhaxeflixel%2F8IX0tTHifsQ%2Fk8A3QD6wWiYJ
Enjoy!
On Sunday, June 21, 2015 at 1:11:15 PM UTC-5, Claus N wrote:Hello!I'm quite new to Haxe, and in my efforts to learn the system I decided to port one Flixel project to HaxeFlixel. Everything was running smoothly until I started implementing dynamic lighting, which plays an important role in the atmosphere of the game. It seems that the FlxSprite.stamp() function ignores blend modes on non-Flash targets.You can find my sample code here. The function of the code is simple; I have a special FlxSprite abstraction called Darkness, which is cleared to a default color after each update() call in the main loop, and Light abstractions of FlxSprite which stamp themselves onto the Darkness sprite.I understand, however, that blend modes are supported on non-Flash targets, as rendering sprites normally to a camera does respect the blend modes, as witnessed in rendering the Darkness on top of a background layer (which is just any image).I tried hacking around the problem by delving into the camera system, and to openfl.display.Tilesheet rendering, but failed to do so. I also thought of making the darkness into it's own camera, which would have solved the problem, but I could not locate the line of code where cameras are rendered on-screen, so I could render the darkness on top of the normal camera using some hack.Does anyone have any ideas how to proceed? I'd hate to abandon using HaxeFlixel, as I've grown to enjoy the language and the system. I'm using HaxeFlixel 3.3.8.
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