I'm working on a 2D project in C# using XNA where I need to render a number of grayscale sprites onto a Texture2D - I'm switching render states and using a sprite batch and getting results mainly thanks to other stackoverflow posts. What I haven't been able to find is how to blend using something other than Alpha or Multiply.
The result I'm looking for would be equivalent to the Lighten blending mode in Photoshop - between the contents of the texture and the sprite I'm drawing, I only really want pixels lighter than the texture drawn to the texture. My naive approach would be to loop through the pixel data in the source and the destination. Is there a good solution?