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Software lighting on 2D sprites

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Hi, I am interested in doing my own simple dynamic lighting to light up 2D sprites (using the ID3DXSprite interface for my sprites). How would I go about directly accessing the pixels/texels of a surface of a texture through Direct3D? Also, if I did implement my own lighting, how many milliseconds do you reckon it would take? If I, for example, did a quick (dynamic) per-pixel lighting (see how far sprite is from light source and light pixel/texel accordingly) on about 20 sprites. I''m assuming this will be slow, if at all possible, so are there any shortcuts (remembering that I would like dynamic lighting)? I may also wish to bump map, but that''ll probably be even more hassle. For my lighting function, for each pixel I would check the square of the distance from a point (the light source), then +/- RGB values accordingly. Stay Clausal, Red Sodium

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