![]() ![]() The mask should render at the same zIndex as the light sprite. The mask in the ambient lighting container, of course renders at the same zIndex that the ambient lighting container is at and not at the zIndex that the light sprite is at. This gets added to the ambient lighting container. Next each light has a mask that is based off of the Sprites texture. Next is ambient lighting, it's also added to the stage at the highest zIndex and assigned to the sorting group so (obviously it renders above everything else). This gets added to the stage and assigned to a sorting group. I have Sprites that use a texture (generally png) as a light. I've been trying to sort this out for a bit.
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