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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2D Lighing in XNA [duplicate]
Possible Duplicate:
How is 2D lighting implemented?
I'm attempting to create a 2D game in 3/4th perspective (like Pokemon and the older Zelda games). The time has come for an attempt to ...
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votes
3answers
707 views
How can I change this isometric engine to make it so that you could distinguish between blocks that are on different planes?
I have been working on an isometric minecraft-esque game engine for a strategy game I plan on making. As you can see, it really needs some sort of shading. It is difficult to distinguish between ...
3
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2answers
671 views
What is the difference between ambient lighting and skylight?
What is the difference between ambient and skylight lighting? Please give me a detailed description of the differences.
3
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2answers
2k views
My Ambient lighting is not working correctly
I'm having a problem when using ambient lights in my opengl game.
When I first started with my program, i had a positioned light, and the code was this:
GLfloat AmbientColor[] = ...
3
votes
1answer
131 views
Blender Object Appearing Gray when all Lights are Off
I have an issue with Blender where, when I turn my only light off (a sun lamp) and render the image my object appears gray rather than black (and thus, not appear to the camera). I can't figure out ...
3
votes
1answer
620 views
OpenGL lighting with dynamic geometry
I'm currently thinking hard about how to implement lighting in my game. The geometry is quite dynamic (fixed 3D grid with custom geometry in each cell) and needs some light to get more depth and in ...
3
votes
1answer
1k views
Can't get LWJGL lighting to work
I'm trying to enable lighting in lwjgl according to the method described by NeHe and this post. However, no matter what I try, all faces of my shapes always receive the same amount of light, or, in ...
3
votes
1answer
184 views
forward rendering and multiple shadow maps
I have two light sources on my scene. I created two fbo's which store depth textures for these lights. A render loop looks like this:
bind fbo1
save depth values for first light
unbind fbo1
bind ...
3
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2answers
411 views
2D lighting theory: day-and-night cycle, spot lights at night
I am writing a rogue-like 'zombie' management game. The game map will be similar to Prison Architect. A top-down 50 X 50 grid.
I want to implemented a day night cycle and during the night I would ...
3
votes
1answer
123 views
Can't get normals to work correctly with lighting in OpenGL [closed]
I'm trying to light up a simple 2d triangle with my cursor as a diffuse light source but can't seem to set the normal correctly for the lighting to look right. The function that calculates the normal ...
3
votes
1answer
340 views
GLSL per pixel lighting with custom light type
Ok, I am having a big problem here. I just got into GLSL yesterday, so the code will be terrible, I'm sure.
Basically, I am attempting to make a light that can be passed into the fragment shader (for ...
3
votes
2answers
896 views
OpenGL Lighting [duplicate]
I have a simple day and night cycle by at day disabling OpenGL lighting and at night enabling openGL Lighting. When I enable everything appears darker. My question is How would I make it that at a ...
3
votes
1answer
435 views
Multiple volumetric lights
I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for ...
3
votes
1answer
455 views
How to create a simple “spot light” effect with Sdl or Sdl.Net?
i'm wondering: how to create a simple "car headlight" (for i.e) or a torch spotlight in Sdl or Sdl.NET ?
Does anyone know how ?
Thanks
3
votes
0answers
94 views
Dynamic “Light Level” System based on alpha levels
My team and I have been working on a game in Java using the Slick2D engine and there are a few things I have questions on. As of right now, the code that I've written basically takes a cosine function ...
3
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0answers
99 views
Combining Effects
To be able to work efficiently with effects, isn't there a "good" way to combine multiple effects so that one effect handles stuff like "Multi texturing" and another controls the value like Ambient ...
3
votes
1answer
54 views
independent lighting per mesh in blender
In Blender, is it possible to assign lighting objects/effects exclusively to a single mesh? For instance, if I place two meshes next to each other, and two lights (one shining on each mesh), I would ...
3
votes
0answers
175 views
Changing Ogre3D terrain lighting in real time
I'm looking at the Ogre 3D library and I'm browsing through some examples / tutorials. My question is about terrain. There are a few examples showing how great the terrain system is, but I think that ...
3
votes
1answer
392 views
Unusual Lighting Effects - Random Polygons Coloured
I am working on creating an object loader for use with iOS, I have managed to load the vertices, normals and face data from and OBJ file, and then place this data into arrays for reconstructing the ...
2
votes
3answers
297 views
Time of Day Lighting / Day Cycle
I'm trying to implement a simple "lighting" system that alters a value of light between 0.0-1.0, 1.0 is midday 0.0 is total blackness.
Are there any "good" information regarding this particular ...
2
votes
2answers
272 views
How to create realistic 2d lighting using colour temperature
I'm looking for a lighting algorithm that produces realistic lights expressed in kelvins, from about 2500k to 6500k. What I'm confused about is how to make the lights properly interact with the colors ...
2
votes
2answers
428 views
Lighting problems with Terrain
I'm in the process of learning Open GL and am having issues with lighting on my Terrian, I don't know if the issue is related to how I calculate my normals or the shader itself (I am using the shader ...
2
votes
1answer
127 views
Multiply mode in SpriteBatch
I have a "lighting" texture (black background with white or colours for lights) that I want to draw as a multiplcation operation. SpriteBatch.Begin can specify BlendState.Additive, but there's no ...
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votes
1answer
223 views
Does the standard lighting equation ever allow objects to be brighter than their textures?
It occurred to me that the standard lighting setup you see in all the tutorials doesn't allow lights to actually make an object appear brighter than its texture. The light value is always clamped ...
2
votes
2answers
1k views
2D Real-Time shadows on level on a level made from a Dynamic Bitmap
The Bitmap has transparency, and only non-transparent pixels are solid and used for hit detection for the physics engine and gameplay.
I have seen some versions done with convex hulls, but for ...
2
votes
1answer
407 views
Radiosity lightmap generation
Is there any working C++ source code for a lightmap generation algorithm using Radiosity or any other GI system? I've found technical papers only, but I can't really find any implementation.
2
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1answer
189 views
Deferred rendering with both Clockwise and CounterClockwise culling
I have a deferred rendering system that works well with objects that appear solid and drawn using CounterClockwise culling.
I have a problem with Clockwise culled objects that are supposed to ...
2
votes
1answer
1k views
Loading textures in OpenGL makes everything look darker
I don't know what I'm doing wrong but I'm having a big a problem with GL_TEXTURE_MIN_FILTER when loading textures for my scene.
I'm doing a skybox, but that's irrelevant because the problem exists ...
2
votes
1answer
155 views
How to solve artifacts caused by vertex lighting in my voxel engine?
My current lighting system bakes the light amount based on ray-tracing from the light source to the 8 corners of the block (so per-vertex) and the distance to the light on the blocks. It works ...
2
votes
1answer
515 views
2D Point Light XNA , Why my point light radius is Oval?
I friend of mine , taught me how to make a simple 2d point light with shader, so i follow his steps and finally done it !
but something happend , the light shape is like an oval and not like a ...
2
votes
1answer
339 views
How to calculate FOV with four-walled tiles?
I'm working on a 2D tile-based game. I'm trying to calculate FOV and I've implemented walls so they don't take up an entire tile. Instead, they just take up a side of each tile. Similar to:
class ...
2
votes
3answers
187 views
Does radiosity work with skylight?
Does radiosity work with skylight (directional light)? From reading online it sounds like it was intended to work with point lights but I would really like to make it work with skylight if possible.
...
2
votes
1answer
164 views
Unity3D custom camera matrix breaking shadows/lights in deferred rendering
EDIT 1:
So it seems this is a common issue with Unity, and it comes from a bug in which custom camera matrices break deferred lighting and shadows. This topic right here talks about it a bit, but the ...
2
votes
1answer
603 views
Light mask map and camera for static lights in XNA Platformer
Using the example for some basic light maps found here : http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html, I've managed to create a lightmap texture using individual lightmaps and display ...
2
votes
1answer
351 views
How do I get light to go through a window texture in Unity?
I'm having trouble with the lighting (I have windows and the light wont go through). How do I get the light to proceed through the glass?
2
votes
1answer
135 views
2D Software Lighting Issues in Java
I'm creating a 2D top-down tiled game in pure Java and by now I'm trying to implement a way to do lighting.
First, some details on how I render: there is a screen class which handles all the ...
2
votes
0answers
106 views
How to occlude lights in Unity3D?
First off, I own Unity Pro.
I've been looking in to occluding lights when they aren't being viewed for a while now to improve performance. The main methods I ran in to were using BecameVisible() and ...
2
votes
0answers
62 views
Fragments never falling into spot light's cone
I am using GLSL version 1.20 with OpenGL 2.1 .
I am trying to compute when a fragment falls into the area of a spot light. I have already set all the light values with glLightfv and glLightf, also ...
2
votes
1answer
310 views
Has anyone got the Krypton Lighting Engine working in MonoGame for Windows 8?
I've converted the core of the Krypton Lighting Engine so that it's compatible with Windows 8.
The trouble I'm having when actually using it is that it can't load the KryptonEffect.xnb file. I'm ...
2
votes
0answers
97 views
How does pixel shading work for ambient occlusion volumes?
I'm trying to understand the ambient occlusion technique described here, but I've trouble comprehending what exactly is the pixel shader doing.
Is the pixel shader invoked on points that belong to ...
1
vote
2answers
513 views
How does Minecraft compute lighting for it's non-block objects?
I was wondering how the creator of Minecraft went about lighting the objects (player and pickaxe) based on the lighting level around the player. I have implemented the ability to light the blocks ...
1
vote
2answers
131 views
Diffuse light direction
I'm learning a tutorial from Rastertek about diffuse light with DX 11, here's the shader code:
float4 LightPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 ...
1
vote
2answers
341 views
Light levels - How to determine if a character should be spotted
Our team is trying to develop a stealth system with the UDK. Part of this will involve lighting.
The idea being that if you're hiding in a dark corner of the room, the armed goons will not start ...
1
vote
2answers
630 views
Getting a black scene with XNA, what am I doing wrong?
I'm new to XNA (ver 4) and I'm obviously doing something wrong but I don't know what.
So far I have managed to model my scene (quite simple, just a bunch of squares which are calculated--there are no ...
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vote
1answer
157 views
Isn't it redundant to implement both lights and shadows?
Most games come up with their lighting implementation and their shadow implementation. Due to deferred shading, we are able to simulate lights independent from the scene geometry. But realistic ...
1
vote
1answer
157 views
Do any games support different lighting effects according to whether a surface is wet or dry?
I've noticed that when driving at night, when the road surface is dry, my headlights appear to illuminate much further than when the road surface is wet. I presume that this is due to the differences ...
1
vote
2answers
2k views
why specular light is not running?
i'm on JOGL
this is my method for lighting:
private void lights(GL gl) {
float[] LightPos = {0.0f, 0.0f, -1.0f, 1.0f};
float[] LightAmb = {0.2f, 0.2f, 0.2f, 1.0f};
float[] LightDif = ...
1
vote
2answers
404 views
2-d lighting day/night cycle
Off the back of this post in which I asked two questions and received one answer, which I accepted as a valid answer. I have decided to re-ask the outstanding question.
I have implemented light ...
1
vote
1answer
193 views
multipass shadow mapping renderer in XNA
I am wanting to implement a multipass renderer in XNA (additive blending combines the contributions from each light). I have the renderer working without any shadows, but when I try to add shadow ...
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vote
1answer
98 views
Where does the light come from, using Maya/Panda3D?
Total noob to Maya. Total noob to Panda3D. Planning on becoming really good at both as soon as I have free time to do so, but right now I have an assignment due in a few hours which requires this:
...