"lightmap" question

Hi!
I'm trying to move some of my old code (working with pocketHAL, I had to do everything manually - which I loved ;) ) to EDGELIB to test some things for iPhone (and maybe ppc & smartphone too).
I had a kind of custom "blitLightmap" where I had a gray texture, ranging from 0 to 255, and I used it to produce shadows in 2d backgrounds, kind of 3d lightmap multitexturing but (obviously) in 2d.
128 meant "keep the background color as is", the closer to 0 the darker the background color changed, and closer to 255 would mean to put some light (usually @ 255 it was saturated with white color)
I'm terrible explaining this kind of things, I hope you understood it :)
I loved this method because I used no mults (just shifts & ands to get the R,G,B and a lookup table), and it was pretty fast, but which should be the correct way to do that in EDGELIB? Should I directly use an alpha blit, or is there any way I can make this kind of function run faster?
TIA
Kak
I'm trying to move some of my old code (working with pocketHAL, I had to do everything manually - which I loved ;) ) to EDGELIB to test some things for iPhone (and maybe ppc & smartphone too).
I had a kind of custom "blitLightmap" where I had a gray texture, ranging from 0 to 255, and I used it to produce shadows in 2d backgrounds, kind of 3d lightmap multitexturing but (obviously) in 2d.
128 meant "keep the background color as is", the closer to 0 the darker the background color changed, and closer to 255 would mean to put some light (usually @ 255 it was saturated with white color)
I'm terrible explaining this kind of things, I hope you understood it :)
I loved this method because I used no mults (just shifts & ands to get the R,G,B and a lookup table), and it was pretty fast, but which should be the correct way to do that in EDGELIB? Should I directly use an alpha blit, or is there any way I can make this kind of function run faster?
TIA
Kak