I'm working on a lighting system for a tile-based game.
What I want to do is draw my tiles to the screen, then draw a single Texture2D object (my light map) over top of them. However, doing it in two steps results in the tiles looking "painted" and washed out.
To get this effect working, I called
Texture2D.GetData() and then used that
Color as the blending color when calling
SpriteBatch.Draw() on each tile, which results in them being "tinted" correctly. This works, but it's a fair bit slower, and won't scale up for huge maps/view areas.
So, is it possible to use a BlendState object to do what I am doing above?