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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4
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0answers
73 views

Irradiance Map ( Irradiance environment map)?

As irradiance map is generated for every possible normal for all the texels in environment map (as every texel act as a light source) so that we can look up irradiance map, based on normal of fragment ...
4
votes
1answer
311 views

deferred tiled lighting

EDIT I have discovered that it does not seem to be the lighting calculation but the culling code because when i draw the lights without the culling it works perfectly. I have been attempting to ...
4
votes
0answers
213 views

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 create ...
3
votes
1answer
512 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 ...
3
votes
2answers
2k views

What is the color value of daylight?

This is a very short question. I want to implement ambient light in the color of daylight from the sun. What is the color value of sun light?
3
votes
2answers
639 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 ...
3
votes
6answers
9k views

Why do my point lights disappear when another nearby light is above 1.85 range?

I'm making a game with a dungeon setting in Unity 3D. Many torches line the walls. I'm using a point light over each torch to simulate the flame. However, when two torches are across from each other, ...
3
votes
3answers
976 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 ...
3
votes
2answers
4k 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[] = {1.0f,1.0f,1.0f,1.0f}...
3
votes
1answer
1k 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
960 views

Compute Shader Memory Sharing

Ok guys I have had some pretty good success on this site but I feel that this is a pretty complex question. I am trying to do tile based deferred lighting using DirectX 11 and the compute shader. ...
3
votes
1answer
2k 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
62 views

What causes regions of improperly-lit terrain when my pixel light count is below 4?

My Unity3d game has a strange bug where if you have the pixel light count set below 4, these strange boxes appear on the terrain. Because this game is going to be for mobile, if I set the pixel light ...
3
votes
1answer
72 views

2D deferred lighting calculations not working

I have the following code for my HLSL pixel shader. Modified from another post here on GameDev (Link), but I have a few problems with it: // calculate UV and get texture and normal. float2 UV = Input....
3
votes
1answer
140 views

Skydome and Ambient Intensity (Unity)

I've made a custom skydome in my game. For all my lights I have set them to not affect the skydome. The only thing affecting the skydome is the ambient light. For my game I have ambient intensity at ...
3
votes
1answer
2k views

What causes this graphics quality difference between WebGL Build and Unity 5 Editor?

The Editor version and WebGL version of my Minesweeper clone have some graphics quality differences. I chose 'Fast' option when building this deployment. Is this the difference between 'Fast' and '...
3
votes
1answer
683 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 ...
3
votes
1answer
284 views

Understanding and editing HDR light environments in Photoshop

I'm working with an in-development system that uses .hdr environments (equirectangular projection) to provide image-based lighting (IBL) to a 3D rendering. I'm trying to understand what range of ...
3
votes
2answers
2k views

Shadow mapping with directional light?

I'm doing shadow mapping in my OpenGL 4.3 deferred renderer, and I'm starting with directional lights believing it to be the easiest. What I do not understand is how the view projection matrix is to ...
3
votes
1answer
555 views

Are ambient, diffuse and specular light or material properties?

Are ambient, diffuse and specular properties of light or material? I am doing ray casting in OpenGL, I've managed to create lit sphere using formula I = L Ka + L Kd (n . l) + L Ks (r . v)^n but I ...
3
votes
1answer
1k 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
397 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
643 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
votes
1answer
546 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 ...
3
votes
1answer
244 views

Is there a standard camera position / orientation?

I've come across a need to position a camera for an arbitrary (unknown) scene. The camera can be updated later, but I thought I'd give it a reasonable default, and the thought crossed my mind that ...
3
votes
1answer
3k 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 ...
3
votes
1answer
364 views

What are the advantages of tangent space shading/lighting, and what about attenuation?

In several topics here it was suggested by people that doing lighting in tangent space is better than doing it in world space. Right now I am doing it in camera space, but it's really similar to world ...
3
votes
1answer
702 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 / ...
3
votes
2answers
802 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 ...
3
votes
1answer
2k 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?
3
votes
1answer
279 views

Creating a black light (ultraviolet) shader?

I am interested in the algorithm for color picking that would ideally allow to choose what color range will be highlighted and what color range will be faded. I can sort-of understand how to make it ...
3
votes
2answers
2k views

How can I calculate spotlight lighting in Vertex/Fragment shader in Unity?

I've written a vertex/fragment shader for my game. It uses 3 textures and represents a floating water on the wall (so I have 1 texture for water, 1 for geometry and the last one is mask) so it looks ...
3
votes
1answer
473 views

Directional light shader not behaving as expected

I coded my first glsl shader which manage diffuse and specular effects of a directional light. This is the fragment shader. #version 120 //matrix uniform mat4 model_matrix; //directional light ...
3
votes
1answer
840 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 ...
3
votes
1answer
441 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
votes
1answer
238 views

front and back face detection

I am trying to implement a dynamic shadow system for a 2d game using this tutorial : http://www.gamedev.net/page/reference/index.html/_/technical/graphics-programming-and-theory/dynamic-2d-soft-...
3
votes
1answer
2k 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= dot(N,V);...
3
votes
1answer
795 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
1answer
51 views

Per-Texel lighting? (not per-vertex or per-pixel)

In my game, I have a 3D shader that does lighting using color ramps on models with very low resolution textures. Basically, the vertex shader calculates color values for direct light and ambient ...
3
votes
1answer
176 views

How do 2D volumetric lights work?

Context So in my current project (written in Java using LWJGL / OpenGL, so GLSL for shaders) I added lighting quite a few months ago, which was already an interesting challenge, having never done ...
3
votes
1answer
494 views

Why are there no dynamic shadows in UE4?

So my problem is that other than for static objects which have baked shadows from building lighting, there are no shadows for movable objects, like those cubes. Neither from the Light source actor, ...
3
votes
3answers
1k views

2D - Smooth lighting with shadows for a tile-based game

for the last week or so I have been completely stuck on trying to implement efficient lighting. I've been researching and experimenting and I've looked everywhere that I have been capable of finding, ...
3
votes
1answer
500 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: ...
3
votes
1answer
106 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
1answer
555 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
718 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
28 views

Light bounding geometry for deferred rendering

What is the best bounding geometry to use in a deferred renderer for each one of the following light types? Sphere area light (obviously a sphere) Disk area light (obviously a cone) Rectangular area ...
3
votes
0answers
38 views

Emissive material not casting light on itself in Unreal

I have a static mesh that has an emissive material applied to part of the mesh. The emissive material successfully cast light to surrounding objects. However, the face of the mesh with the emissive ...
3
votes
1answer
155 views

Trying to implement forward rendering in OpenGL

I'm working on implementing forward rendering in my 2D engine, as far as I'm aware everything should be set up correctly, I've ran into some issues earlier but I'm sure I've fixed those at this point. ...
3
votes
1answer
333 views

In a large space simulation, why is my sun light not reaching the planets?

I want to create a space simulation, but I'm facing some difficulties when I try to create a realistic sun. Currently, I've a simple Point Light inside a sphere. But for some reasons, no matter the ...