Tagged Questions

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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2
votes
1answer
465 views

Shadow mapping with deffered shading for directional lights - shadow map projection problem

I'm trying to implement shadow mapping to my engine. I started with directional lights because they seemed to be the easiest one, but I was wrong :) I have implemented deferred shading and I retrieve ...
6
votes
2answers
307 views

Implementing realistic sun reflection on a sea

I'm drawing a 3d rendered island which has a day / night cycle and a sun that rises and sets over water. The sea is rendered with a fragment shader derived from this Blinn-Phong tutorial. ...
0
votes
1answer
52 views

Change emission level of a set of vertices within a mesh

ok so here is the problem I need to solve. I have a known set of vertices that I need to "animate" the emission level of. Currently I have a vertex definition setup and RGB color data for each ...
1
vote
1answer
76 views

Programmatically set brightness of a PointLight

I'm a beginner, so there is definitely something I'm missing here. I'm trying to set brightness of my PointLight object from the in-game command line. Here is what I tried, but it doesn't work: ...
5
votes
5answers
761 views

Why don't we use the whole color depth for normal maps?

All normal maps I've seen are pinkish or bluish. So it seems like only a short color range is used. Why do game developers give away so much precision? Update: The short answer is, that technically, ...
2
votes
0answers
254 views

Monogame working with Krypton

I am trying to make a simple 2D game engine using Monogame and the Krypton 2.0 lighting engine. So far I have succeeded in rendering a light but I am unable to generate any shadows from any hull's. ...
1
vote
1answer
61 views

Spot lights - making narrow/broad spot lights give more/less intense light

When I use "normal" spot lights as presented in tutorials such as this (with the exception that I use inverse square fall-off and then gamma correction), the spot light doesn't behave like a real ...
7
votes
2answers
259 views

Diffuse Reflection confusion

From what I've read, with a simple directional light, the color of a point, if you only take diffuse reflection into account (intensity = 1), should be color = color_of_point * color_of_light * ...
7
votes
2answers
1k views

What is physically correct lighting all about?

I can't find anything comprehensive using Google. I'm wondering what the core concepts of physically correct lighting are, and where I could read up on it. What's physically correct lighting all ...
2
votes
2answers
160 views

.md5mesh normals are not smooth

I'm currently working on a project that requires me to load .md5mesh format and draw it. Following this link I've managed to load the mesh into the engine successfully, but a problem arises when ...
3
votes
1answer
408 views

Adding lighting pygame

I have created a day and nigh cycle in a game of mine by drawing a rectangle over the screen and having it's alpha change constantly. However, I obviously want to add some lighting to the game. Is ...
0
votes
1answer
136 views

Angle to Vector3?

I am working on getting my directional lights to match the sun in my atmospheric scattering shader. I have a float that ranges from 0 to 6.28 (TwoPi). How would I calculate a vector3 from this angle? ...
0
votes
1answer
130 views

Per-fragment lighting system behaves like ambient lighting system

This is the relevant section of my fragment shader varying vec3 normal; varying vec3 halfv; ... vec4 color = ambient * gl_LightSource[0].ambient; vec3 n = normalize(normal); float ...
2
votes
1answer
526 views

How to do directional per fragment lighting in world space?

I am attempting to create a GLSL shader for simple, per-fragment directional light. So far, after following many tutorials, I have continually ran into the issue: my light is specified in world ...
0
votes
1answer
459 views

Grid Based Lighting in XNA/Monogame

I know that questions like this have been asked many times, but I have not found one exactly like this yes. I have implemented a top-down grid based world in Monogame, and am starting on the lighting ...
1
vote
1answer
124 views

OpenGL light not shining quad

I've constructed a scene using OpenGL/GLUT with a spot light but I'm getting troubles with light shining some of the walls what is going on and how to solve?
7
votes
3answers
3k views

How do I implement occluded lighting in a block-based 2D game?

I want to have 2D lighting that can be blocked by in-game objects. My game has a top-down view and all game objects are described by rectangles. Let's say I have a 10x10 world and I place a light at ...
5
votes
1answer
2k views

GLSL Light (Attenuation, Color and intensity) formula

I'm implementing point lights in my Voxel engine, and I'm really struggling to get a good flow of light, from 100% near the light source to 0% at the light radius. I have 5 arguments for the ...
0
votes
1answer
223 views

Ogre: Light not reflecting correctly

In my Ogre 3d scene I have an empty box, and within that there are three small cubes. The camera is also within the box, facing the three small cubes. The user can move and rotate the camera with the ...
0
votes
2answers
126 views

Min. Distance for Spotlights in Ogre3d?

I have a simple scene with only one empty box. Within that box I have the camera attached to a scene node, which the user can move (translate/rotate). Additionally a spotlight is attached to the ...
2
votes
1answer
367 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 ...
3
votes
1answer
299 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 ...
-2
votes
1answer
407 views

Game Engine for quick Horror Survival prototype [closed]

for a University project we need to develop a prototype for a Survival Horror game using an engine of our own choice. We are currently preparing the project and wondering which engine to use. Maybe ...
3
votes
3answers
697 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 ...
4
votes
1answer
249 views

How can I handle the combination of multiple shader effects?

To be able to work efficiently with effects, is there a good way to combine multiple reusable "base" effects to achieve a more complex final result? For example, say I have an effect that handles ...
1
vote
1answer
359 views

XNA effect lighting like basic effect lighting

Is it possible to make lighting in a normal effect work like the lighting in the basic effect? With a basic effect it's really easy: BasicEffect effect; effect.EnableDefaultLighting();
0
votes
1answer
298 views

How to get pixels affected by a light in deferred shading?

I implemented deferred rendering in my little engine using framebuffers but there is no dynamic lighting for now. The g-buffer contains positions and normals in view space and albedo. To implement ...
2
votes
1answer
213 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 ...
2
votes
1answer
456 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 ...
1
vote
1answer
113 views

Shouldn't fragment lighting have the same effect as vertex lighting with only ambient and diffuse lights?

With infinite light source and only ambient and diffuse lights — no specular light, it seems the rendering results of vertex lighting and fragment lighting should be the same, because all the lighting ...
4
votes
1answer
1k 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 ...
3
votes
1answer
96 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 ...
0
votes
2answers
716 views

Tutorials for shadow mapping with multiple point lights in XNA [closed]

I've been trying to crack this problem for a while now and I'd like to know if there's a tutorial or two out there that can help me with this. I know how to do shadow mapping with a single light, and ...
9
votes
1answer
1k views

What is Ramp Shading or Lighting?

What is ramp shading or lighting and how does it work? Is it different than toon shading or is it the same concept? How is specularity calculated differently for ramp shading versus blinn-phong or ...
2
votes
0answers
604 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 ...
6
votes
2answers
488 views

A big light with shadows

To have better texture2D quality in my 2D game, I had to recreate every textures with 300% of their original size. But the lights have to bright 3 times more. For lights, I'm using this : Catalin's ...
0
votes
4answers
1k views

Opengl lighting not working

I have rendered a spinning model in LWJGL. I have calculated normals and enabled lighting. Now I make a light: float lightpos[] = {0, 0, 0, 0}; FloatBuffer lightposb = ...
11
votes
1answer
431 views

How to achieve light that changes color mid-way?

I thought of creating light sources, and some colored windows. Now, the windows are semi-transparent. How could I make it so that when the light (say, pure white) hits the glass and continues through ...
3
votes
1answer
967 views

Cook Torrance model implementation : black specular light

I am trying to implement the Cook-Torrance model, and this is how I calculate the parameter Rs: float Rs(float m,float F,vec3 N, vec3 L,vec3 V, vec3 H) { float result; float NdotV= ...
11
votes
1answer
595 views

How do I create multiple 2D spotlights?

I'm looking to create a 2D "spotlight" effect that allows a spotlight on multiple entities. I.e., as if several sprites were holding torches. For a single entity (one spotlight), I use a technique ...
2
votes
1answer
143 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 ...
0
votes
1answer
412 views

vec4 for vec3 multiplication while calculating the specular value

I'm following this tutorial to calculate the specular color of a vertex. I use OpenGL 2.1 with GLSL version 120. This is the formula that I apply: spec= (R*eye)^s * Ls * Lm With: ...
5
votes
2answers
521 views

Detecting Light Intensity Around Characters

Later Edit Since there seemed to be a bit of confusion: I am asking this for purely didactic reasons, I'm not searching for the most efficient solution. Reformulated question: I'm working under ...
3
votes
1answer
219 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 ...
2
votes
1answer
820 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 ...
1
vote
2answers
215 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 ...
4
votes
1answer
179 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 ...
5
votes
2answers
454 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 ...
4
votes
2answers
1k views

Lights shining through walls

I'm currently having a problem with lights in Unity. They shine through walls for some reason. Point, directional, etc. If a light is next to a wall on one side, you can see it on the floor on the ...
4
votes
1answer
271 views

Gamma-Correct rendering without floating-point rendertargets

When using a gamma-correct pipeline, you have to work with floating-point rendertargets. Otherwise, you will get severe banding due to the insufficient precision of the usual 8-bit-per-channel integer ...