How to correctly implement 'layered lighting' with Box2D Lights How does one only allow Box2D Lights to affect one and only one OrthographicCamera. After researching, I found the following answer. This answer goes into detail about how to prevent one camera from being lit by the RayHandler by blending layers of the FBO object. I'm unsure if this answer will produce the results I require. If it indeed does create the results I require, how can I do so more simply elegantly. For example 1) In this image you can see ambient light is set to this.rayHandler.setAmbientLight(new Color(0.1f, 0.1f, 0.1f, 0.25f)) 2) There is a point light on the far right with purple colour. 4) There is a star background on a different OrthographicCamera to the other objects. When looking at this image, you notice that the stars are brighter near the planet due to the point light casting light on the background. However, I require the inverse. The stars should be brighter when light is not drowning them out. Knowing that the star background is on a different OrthographicCamera how can I allow the texture to be completely unaffected by light so the ambient light of the RayHandler does not dim them further away from the planet. The texture used for the stars contains transparency. The black is created using Gdx.gl.glClearColor(0f, 0f, 0f, 1) Preferably, I would like to be able to simply place cameras into two lists, affected by light and not affected by light. How does I produce the results I require? I can manage to get the lighting to ignore the star background by rendering it after the RayHandler has been updated and rendered, however this obviously causes the star background to be drawn over the top of everything like so After achieving this, I was reminded of the OpenGL depth buffer. I enabled it using Gdx.gl.glEnable(GL20.GL DEPTH TEST), I then attempted to change the z coordinate of the spritebatch used in the camera for the star background by using SpriteBatch.getTransformMatrix().idt().translate(0f, 0f, 1f) however after playing with the values of the other sprite batches I can still not get the effect I require. It is possible that the above method did indeed work, although I am aware that using the depth buffer incorrectly can cause issues with alpha blending? Making it seem like my problem was not fixed because the planet became translucent.