The simulation of light and illumination in games, including its interaction with the environment. A core element of games that can bring out vivacity into otherwise static worlds.

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10 views

Grayscale and 2D lighting using cocos-2dx

I want to create a lighting effect on a gray-scaled world using cocos2d-x. What I've done is creating a layer which runs a shader program that receives light positions and radiuses as input and ...
1
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0answers
49 views

Understanding diffuse lighting in The Division

Here is a screenshot of the main character walking under a bright lamp: His hat, that was originaly dark grey, turns completely white. My question is how can such lightsource do this without making ...
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1answer
50 views

Specular light flickering with high specular power

I'm having some issues with specular lights, to be more specific, the specular color seems to be flickering when I set high power, like 512 (I set the specular color to green, so you can see better): ...
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4answers
298 views
+50

OpenGL lighting appears to be clamping

I'm experiencing an odd problem where everything placed in front of my light appears black in my scene. This happens on multiple axes. I've searched the depths of the internet to find a solution, but ...
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2answers
96 views

Combine flat and smooth shading with a single model geometry

I need to be able to switch between smooth and flat shading interactively. Is there a way to do this efficiently with a single geometry? For example, smooth shading does not require duplicate ...
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0answers
20 views

Lighting shadow casting sprites with box2Dlights

I currently have something like this using box2Dlights Ideally, I would like objects casting shadows to be lit, so the object is lit but there is still a shadow cast around it. Right now the object ...
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0answers
41 views

Unity directional light for a day night cycle on a hex sphere

So I am trying to create a Day Night cycle on a sphere but it doesn't work the way I want it to. As the model is hex tiled, you see the edges of the hex tiles also lit up like below. I am using a ...
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1answer
48 views

Backface culling without light leaking through

I want to be able to see through walls, so to do this I used planes for the walls, and enabled backface culling. However with shadow mapping I have a lot of light leaking through: I read that using ...
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0answers
38 views

Voxel sparse octrees for indirect illumination

I don't understand the use of voxel sparse octrees for indirect illumination calculations. First of all, what exactly is happing? We're rendering the scene as usual with diffuse lighting. In the ...
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0answers
25 views

How to upload lights when doing one pass per light

Suppose I have a reasonable amount of light sources that I upload at once in my forward rendering and accumulate them in shader. Now that I am willing to move to deferred, and so one pass per light, ...
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1answer
101 views

How do I procedurally create a directional light cone with an HTML canvas?

To create a directional light effect, I want to draw this kind of transparency mask on an HTML canvas (using context2d): I also want to be able to generate such a mask dynamically. I've tried using ...
2
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1answer
49 views

How can I tint a Texture2D with a gradient?

I am working on a lighting system for my game. Instead of lighting each tile completely with only one color, I want to create a gradient on that tile so to make the lighting look more dynamic and ...
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1answer
80 views

Ambient occlusion of cubes, a specific case

After much fiddling around and thinking I've got my AO working on my game engine as intended; except one specific case. When a block is nestled between others on two sides, but the corner block is ...
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0answers
36 views

Volumetric spotlight

Hy I'm working on the a volumetric spotlight into my engine(DirectX 11). I read quite a lot about it and would like to find a relatively quick solution. ShaderX3's approach dividing the light volume ...
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0answers
30 views

HLSL Shader Relative Positioning

I've got a shader that does the texturing, lighting, etc. for my game engine (written on top of MonoGame, in case that's relevant) for my block-terrain-based game (everything is rendered as triangles ...
2
votes
1answer
116 views

How do I multiply two RGBA colours?

I have two RGBA integers. What procedure should I perform on them to return the multiplied colour? Do I need to split the RGBA integer into its component integers (R, G, B, A)? I'm using this for a ...
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1answer
76 views

Night cycle on a globe

I am working on a tile based game on a globe. I am trying to implement a simple day night cycle on my hex globe something similar to the image below Here is the picture of my globe inside Unity ...
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3answers
106 views

Mathematics behind Phong shading and additive blending

I'm confused about the mathematics behind additive blending used in conjunction with Phong shading. Intuitively, it seems like you would need to use a floating-point framebuffer and some sort of ...
3
votes
1answer
840 views

Converting time of day into a smooth day/night variable?

I'm trying to make a smooth day/night cycle for a game project that I've been working on. I've already set up a clock that adds deltaTime to seconds, wraps seconds to gameMinutes, etc. The issue that ...
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0answers
24 views

Implementing Normal Maps with Unreal 4 Flipbooks

I'm new to Unreal 4 and just started using 2D. I have normal maps for my sprite that I'd like to put in so that the sprite responds to light as if all the details were modeled in 3D. How should I do ...
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2answers
66 views

Disable lighting in DirectX10

I'm implementing a D3D10 version of my renderer (not porting to avoid losing Windows XP support). I didn't go straight to D3D11 because MSDN and other sources recommend upgrading to 10 and then to 11. ...
-1
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1answer
144 views

Minecraft - like lighting engine

So I was looking on how to create a minecraft - like lighting engine and I found the following post: How can I implement lighting in a voxel engine? The answer to it was incredible and perfectly ...
1
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1answer
60 views

how to define a field of view for the entire map for shadow?

I recently added "Shadow Mapping" in my XNA games to include shadows. I followed the nice and famous tutorial from "Riemers" : http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Shadow_map.php . ...
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0answers
59 views

Compute directional light frustum from view furstum points and light direction

I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a ...
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1answer
279 views

HTML5 Canvas 2D lighting and normal maps [closed]

How using the HTML5 Canvas can I create a 2D game with light sources and also add an extra depth using normal maps. I have never really done lighting in 2D before and I'm not sure where to start. ...
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1answer
49 views

Is lighting different from Immediate mode rendering to VBOs?

I recently got a textured cube to render as a VBO, and I've noticed some strange things as I have been trying to incorporate lighting. Firstly, there is no difference if I comment out any lines ...
2
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0answers
125 views

How to implement simple shadows on XNA?

UPDATE: See photos below the description I try desperately to implement shadows on my XNA games. My game is a style of games like Voxel (minecraft). The problem is that I do not find support / ...
4
votes
1answer
163 views

How to calculate directional light frustum from camera frustum

I'm playing around with OpenGL for a few weeks now. For the following screenshot I picked the glm::ortho values for my lightsource by trial and error. There are two directional light sources with ...
3
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1answer
378 views

What is deferred lighting?

There is plenty of information on what deferred rendering is but there is a lack when it comes to deferred lighting and the information that there is there is not clear. My question is simple, what ...
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0answers
141 views

implementing shadows into my 2D GLSL-based lighting system

I'm writing a lighting system in OPENGL using GLSL shaders, and I'm pretty happy with the light casting I have so far, but I'm totally stuck on casting shadows. Everything I've found online on this ...
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2answers
118 views

2D Lighting Glitch

I've been working on a game in Java, and recently I decided to try out my game on a netbook just to see how it would run. While I do get a constant and decent FPS, it appears that my lighting ...
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1answer
93 views

Box2DLights - the center of sprites are always 100% unlit (black) unless Xray is on

I'm using a ConeLight at 180 degrees, with this setup: pl = new ConeLight(rayHandler, 256, new Color(0.5f, 0.5f, 0.5f, 1f), 280f, 400 - x, 300 - y, 0, 180); And the object I'm casting a shadow on ...
3
votes
2answers
144 views

Render with multiple lights (one pass per light)

I have already a system that at the moment handle multiple lights just passing an array of light struct and loop through it. I had been told to switch to a multipass rendering approach. How should I ...
2
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1answer
210 views

Irradiance cubemap to spherical harmonics conversion

What are advantages of using spherical harmonics instead of irradiance cubemap? Are there any common used methods for conversion?
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1answer
96 views

Rotation with XMMatrix to Rotation with XMFLOAT3

I'm rotating a Direction Light around a fixed object, so the light only contains a XMFLOAT3 to determine it's direction that it is facing. I have another object rotation using the variable Rotation ...
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2answers
142 views

Implementing directional lighting in voxel based polygon-engine

I'm having trouble implementing directional lighting. (I'm not that familiar with 3D.) The problem is that the lighting does not "follow/flow with" the other blocks next to them. How should I fix ...
3
votes
1answer
106 views

Handling multiple lights of different types in GLSL

I want to be able to support multiple lights of different types (point, spot & directional). Note that I also want to be able to render transparent/translucent objects, which rules out deferred ...
2
votes
1answer
500 views

Libgdx - IsometricTiledMapRenderer and light shading

I am wondering if there is any way to simulate light shading in Libgdx using an IsometricTiledMapRenderer. Here is my code to draw an isometric map, it's able to be moved around with the mouse and ...
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1answer
79 views

Volumetric Lighting projects models

I've been trying to implement Volumetric Lighting using the code from this tutorial but I've run into some issues, even after basically copypasting the shader code. I'll just show you what's going ...
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0answers
27 views

Trouble with Lightmaps When Meshes Intersect

I've been working on making lightmaps for a game on mobile devices (meaning that individual texture sizes cannot exceed 2048 and that file size needs to be as small as possible), but I'm running into ...
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0answers
97 views

How to add a flashlight in libgdx?

So I want to add a flashlight to the game when the game starts to get darker which I already have working. I bound a light texture to the batch and the first problem is that for some reason the ...
4
votes
1answer
78 views

Lighting computation viewing direction

This is something that's really cooking my noodle. When I'm computing the light response for a material in my fragment shader, I'm using the standard 3 normalized vectors, in eye space: fragment ...
4
votes
1answer
121 views

Using sky for indirect lighting - should I remove the sun?

I'm attempting to achieve slightly more realistic ambient lighting in outdoor scenes using the sky cubemap. When rendering an object, I first calculate the direct lighting contribution using ...
0
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0answers
27 views

Light shaped like a line

I am trying to figure out how line-shaped lights fit into the standard point light/spotlight/directional light scheme. The way I see it, there are two options: Seed the line with regular point ...
3
votes
1answer
211 views

Best way to blend colors in tile lighting? (XNA)

I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all: Here is my color blend code: ...
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0answers
54 views

How to draw a spotlight in 3D

To be clear, I am not talking about the light result (the lit area) but the spotlight itself, like this The two common suggestions that I tried are 2D image and a 3D cone. The problem with the ...
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0answers
49 views

Normal map lighting bug in bottom right quadrant [closed]

I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't ...
1
vote
1answer
75 views

How can I perform a masked erase in SDL2?

I'm trying to implement some shadow/lighting effects in my 2D-project, and I've concluded that if there is an easy way to perform a masked erase on an SDL_Texture, it would make the drawing operations ...
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0answers
78 views

box2dlights conelight rotation is off

I'm using libgdx/box2dlights for my game~ I have a conelight set up as such: ConeLight cl = new ConeLight(rh, 32, new Color(0f, 0.0f, 0.0f, 1.0f), 3, 0, 0, 0, 1); where "rh" is a RayHandler set to ...
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1answer
54 views

Way to avoid excessively bright objects with specular lighting?

I have a typical Phong shading with specular light. I have all the parameters tuned so to give appropriate highlights from a point light source. Now the problem I have is a new object that has a large ...