Rachael wrote:If this is implemented I would prefer a multiplicative glow (0.0-1.0) instead. The hue does not need to be reversed for that.
Depending on the desired effect, that may not be a suitable alternative. If you want to create something that takes away a fixed amount of light, in a similar way to how a normal light adds a fixed amount of light, a 0-1 multiplier won't work as it would take away an amount of light dependent on the light already there. It would also be subject to ordering issues, since applying a multiplicative light after all other lights will be different than if it's applied after sector lighting but before dynamic point- and spot-lights; different people could want different behaviors for different purposes (e.g. faux light occlusion should only affect static map lighting, not dynamic lights that may point directly at it, while something like a black hole or bottomless pit may want to absorb all light regardless of source).