Here's the problem:
I want to make sprites glow white. This is useful for making things glow, or flash, or for fading a screen to white instead of black.
Add blending a sprite on top of itself is well and good, but it's not suitable for all cases, and doesn't produce a glow which is as visible.
What I need is some way to draw an image using the SetColor only, with the alpha map still defining the transparent regions.
I'm not particularly interested in any method which requires me to create a new pixmap and draw to it. I'm looking for a hardware based solution so that it will work fast even for fullscreen images, or when you have 50 sprites on the screen using it.
Also, it needs to work both in OpenGL and DirectX.
It's easy enough to render a sprite as black just by setting the color to black because the texture is multiplied with the color, but getting it to render white is not that easy unfortunately.
I want to make sprites glow white. This is useful for making things glow, or flash, or for fading a screen to white instead of black.
Add blending a sprite on top of itself is well and good, but it's not suitable for all cases, and doesn't produce a glow which is as visible.
What I need is some way to draw an image using the SetColor only, with the alpha map still defining the transparent regions.
I'm not particularly interested in any method which requires me to create a new pixmap and draw to it. I'm looking for a hardware based solution so that it will work fast even for fullscreen images, or when you have 50 sprites on the screen using it.
Also, it needs to work both in OpenGL and DirectX.
It's easy enough to render a sprite as black just by setting the color to black because the texture is multiplied with the color, but getting it to render white is not that easy unfortunately.