#BBCR/BB+ Tile Based Lighting
5 messages · Page 1 of 1 (latest)
I can think of a few ways. One easy way would be to use a shader on the roof and ceiling that uses a texture that you calculate lighting against
so you give it a sampler2d that's the floormap of the lvel, and you shade each tile with the color it should have as a result of the lightlevel that you've calculated yourself, roguelike-style
(and you do your per-pixel lookups nice and chunky; for each pixel you look up not its full VERTEX in the map, but the VERTEX rounded to which tile it represents)