It looks like you're new here. If you want to get involved, click one of these buttons!
I've implemented the ray casting technique described in the link below and got it working for an arbitrary number of polygons with arbitrary numbers of vertices.
For visualization, I'm using the orxDisplay_DrawPolygon function to see my light blocking polygons and also to fill in the resulting "light area" polygon. Since I can't use that function to fill a non-convex polygon, I'm just filling in a series of triangles that can be made from the rays and their endpoints. All working as expected.
My plan was to use the resulting polygon (or collection of triangles) to multiply onto a light map texture that contains my lights in order to create some simple shadows. What I can't figure out yet is how to draw the polygons somewhere other than the main display (ie, onto my light map texture). As far as I can tell, the DrawPolygon feature is tied to the current display, correct?
I'm probably missing the obvious, but what would be the suggested way to get the light polygon drawn onto a texture?