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
149 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
461 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
565 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
233 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
843 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
227 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
184 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
478 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
295 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 ...
3
votes
1answer
685 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 ...
2
votes
1answer
555 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 ...
5
votes
1answer
405 views

Performance of pixel shaders vs. SpriteBatch: XNA

Precondition: I read this question/answer about using shaders, or spritebatch, to render and mark a sprite. I need to do something like that. I also have a 2D lighting PoC which I need to write. The ...
2
votes
0answers
355 views

Per fragment lighting with OpenGL 4.x tessellated model

I'm experienced with OpenGL 3+. I'm dabbling with tessellation shaders and have now got to a point where I have a nicely tessellated teapot/plane demo (quick look here) As can be seen from the ...
-1
votes
1answer
226 views

OpenGl / C++ and some strange light problem on half board [closed]

I have some problem with lights in my opengl "game". I have board with is square (-50,50), (50, 50), (50, -50), (-50,-50) x and z since y doesn't matter at all. I tried to make something like ...
2
votes
2answers
497 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
1answer
637 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 ...
2
votes
1answer
858 views

Speed up lighting in deferred shading

I implemented a simple deferred shading renderer. I use 3 G-Buffer for storing position (R32F), normal (G16R16F) and albedo (ARGB8). I use sphere map algorithm to store normals in world space. ...
4
votes
1answer
294 views

How do I autogenerate gradient lighting?

I am trying to think of a way to generate a gradient like this picture: Something like this GetGradientTexture(360f,100(width),100(height)), or if i want a directional light (like a flashlight) ...
0
votes
1answer
99 views

What is a fast way to darken the vertices I'm rendering?

To make a lighting system for a voxel game, I need to specify a darkness value per vertex. I'm using GL_COLOR_MATERIAL and specifying a color per vertex, like this: glEnable(GL_COLOR_MATERIAL); ...
0
votes
2answers
899 views

Why does my model render differently than its preview?

I've been importing .fbx files that I made with 3DS Max 2012 into Unity, and it's quite neat to see my models running around in game. However, I can't help but notice that the models, as they're ...
3
votes
1answer
385 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 ...
8
votes
1answer
381 views

OpenGL: Light at end of tunnel effect

Anyone knows any implementation of the "light at the end of tunnel" effect? where the outside is entirely bright and gradually becomes more visible? The reverse could also be true, where the inside ...
12
votes
4answers
4k views

How can I acheive a smooth 2D lighting effect?

I'm making a 2D tile based game in XNA. Currently my lightning looks like this. How can I get it to look like this? Instead of each block having its own tint, it has a smooth overlay. I'm assuming ...
1
vote
2answers
1k 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 ...
5
votes
2answers
844 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 ...
0
votes
1answer
780 views

How can I achieve this lighting with OpenGL?

I'm currently trying to implement a type of "smooth" lighting. How can I achieve lighting which looks like this: http://dl.dropbox.com/u/1668516/concept/warp3.png Using OpenGl. I've attempted to use ...
2
votes
0answers
133 views

Light on every model and not in the whole scene

I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { ...
1
vote
1answer
264 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 ...
4
votes
1answer
1k views

How does Minecraft render its sunset and sky?

In Minecraft, the sunset looks really beautiful and I've always wanted to know how they do it. Do they use several skyboxes rendered over eachother? That is, one for the sky (which can turn dark and ...
8
votes
1answer
700 views

Drawing “Stenciled” Sprites and making them glow

Currently, in my game - I'm not using XNA's SpriteBatch to render anything(I am using Farseer Physic's Debug View), and I was wondering how I would render something like this: only using XNA. My ...
1
vote
1answer
130 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: ...
4
votes
2answers
1k 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 ...
7
votes
3answers
404 views

Why doesn't light continuous on my model?

I created a basic textured cube model with Blender to practice modeling, and then I imported it into Unity. After I put up some lighting it looks pretty ugly. The light is not continuous on a row of ...
2
votes
1answer
768 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.
1
vote
1answer
673 views

how to modify shadow mapping in “3D Graphics with XNA Game Studio 4.0”? [closed]

So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part. in this book it creates point ...
0
votes
2answers
712 views

How to make HLSL effect just for lighting without texture mapping?

I created an effect and just want to use lightning but in default effect that XNA create we should do texture mapping or the model appears 'RED', because of this lines of code in the effect file: ...
0
votes
1answer
208 views

Drawing at negative coordinates in XNA?

I am trying to make a 2D isometric RPG and I kind of hit a wall when it comes to lighting. I was thinking of using shaders, if I manage to understand them.The problem I am anticipating is the presence ...
-1
votes
1answer
267 views

Tools need to for low poly model, texture making & lighting in unity3d (iOS) [closed]

I am new to unity3d, i want to create a 3d game i have a team of 3d designers and programmers. My question which software should we use for modelling, texture making and advanced lighting for mobile ...
1
vote
2answers
368 views

Techniques for lighting a texture (no shadows)

I'm trying to learn about dynamic shadows for 2D graphics. While I understand the basic ideas behind determining what areas should be lit and which should be in shadow, I don't know how I would ...
2
votes
2answers
560 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 ...
0
votes
1answer
386 views

Setting Krypton Light to Screen Pixels

So a few days back, I started playing around with Krypton XNA for 2D lighting in my game. I noticed in general, that spawning a light at (0,0) with Krypton causes the light to appear in, pretty much, ...
4
votes
2answers
1k views

XNA 4.0 - Normal mapping shader - strange texture artifacts

I recently started using custom shader. Shader can do diffuse and specular lighting and normal mapping. But normal mapping is causing really ugly artifacts (some sort of pixeling noise) for textures ...
2
votes
2answers
777 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 ...
2
votes
1answer
416 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 ...
1
vote
0answers
369 views

Dynamic 2D soft shadows with concave polygons?

I've implemented dynamic 2D soft shadows from this article on gamedev.net. It uses an image for the penubmra and is fast, physically accurate and looks good in most situations, so I really like the ...
2
votes
1answer
239 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 ...
0
votes
2answers
647 views

DirectX 9 light class

At the moment I am trying to create a tech demo in directX 9. I have a good understanding of basic lighting but, in my game/demo, I want to be able to create and light a scene like the following: ...
1
vote
1answer
126 views

How do I get my polygons to be lighted by either side?

Okay, I am using Ogre3D and Gorilla(2D library for ogre3D) and I am making Gorilla::Screenrenderables in the open scene. The problem that I am having is that when I make a light and have my ...
9
votes
2answers
763 views

Handle many lights in a scene (with shaders)

I'm curious about how to handle many lights in a scene. Given a very big map in a role playing game, with dungeons (with lights in there) etc. I know about deferred lighting, but that only answers how ...