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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1answer
890 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 ...
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2answers
646 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 ...
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2answers
243 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 ...
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2answers
484 views

What are 'physically-based' lighting/rendering/materials?

What's the difference between physically based lighting, physically based rendering and physically based materials? How they are different from deferred and forward rendering? And physically based ...
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1answer
114 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 ...
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4answers
227 views

Cell Lighting Propagation Problem

I have in place a cell-based lighting system that works basically like this: (Not my actual code) //Light moves up for (int x = 0; x < width; x += 1) { for (int y = 0; y < ...
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1answer
586 views

How can I calculate a terrain's normals?

Im trying to implement basic lighting in Opengl 3+ (a sun) with this tutorial : http://www.mbsoftworks.sk/index.php?page=tutorials&series=1&tutorial=11 Im building a basic terrain and its ...
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1answer
149 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?
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2answers
3k views

the difference between diffuse texture and ambient occlusion texture

is there any difference between diffuse texture which used in diffuse lighting and ambient occlusion map, or this is the same texture just different naming, because i see it mostly it looked the same? ...
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2answers
731 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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1answer
28 views

Dot based light mask with shader on sprites

So I have a scene, completely based on 2D sprites. I want to render "light sources" into a seperate frame buffer (so mostly dots around, for example, the centre of a flame) and then render that frame ...
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2answers
137 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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2answers
654 views

Voxel Lighting in Unity3D

I'm working on a Voxel project in Unity3D for fun and learning. I've been reading up on how this is done and have implemented a simple Voxel map in my project. My question is about the lighting. I've ...
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2answers
126 views

pre-rendering light on texture based on bump map

Using a gray-scale bump-map and N sources of colored light, what is the algorithm to render the light on the textured surface, assuming I have the angle(s) and distance of each light source? (I am ...
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1answer
62 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 ...
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1answer
184 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 ...
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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 = ...
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2answers
125 views

How can I build Minecraft-style light propagation without recursive functions?

This question is more about expanding on an answer posted for an old but similar question. Part of the answer says this: You simply fill the sunlight from the top to the bottom, every layer is ...
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2answers
59 views

Rendering order of shadowing point lights?

I'm implementing shadow mapping in my deferred rendering engine. I've got spot lights working, and now I'm working on point lights. Currently, I do it like this: // Loop through the point lights for ...
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1answer
73 views

model view projection multiplication order

I'm debugging a lighting problem where the camera position is effecting the diffused lighting component on my 3d model. In researching my problem I went back and am reading over all the how to ...
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1answer
87 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
133 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 ...
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1answer
334 views

Why is the light following my camera around?

I have implemented a simple Phong shader without specular highlights for now (just ambient + diffuse components) The problem however, is that the calculations seem to be done in camera space; as I ...
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2answers
569 views

Technique for multiple shadow casting lights in 2D

I'm trying to create shadows in a 2D game in such a way that I can have an arbitrary number of lights in a scene, all of which can cast shadows. To do this I think I have to generate a mesh for each ...
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1answer
266 views

Flashing candle light

What is a simple way to simulate flashing candle / torch / fire light? I'm not asking about animating the flames, I'm only interested in the light surrounding the fire, similar to what this device ...
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1answer
290 views

HLSL What you get when you subtract world position from InvertViewProjection.Translation?

In one of NVIDIA's Vertex shaders (the metal one) I found the following code: // transform object normals, tangents, & binormals to world-space: float4x4 WorldITXf : WorldInverseTranspose < ...
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1answer
86 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: ...
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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 ...
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1answer
268 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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1answer
133 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: ...
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2answers
372 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 ...
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1answer
295 views

How do I make light objects in XNA?

Here's my dilemma : I want to have light sources placeable by the player, in terms of lanterns. I know the best way to do this is to use pixel shaders, which I have done a lot of research and use ...
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1answer
303 views

Materials when rendering geometry

When specifying the material (ambient/diffuse/specular) for use in lighting calculations, what level of detail is the material specified at? Per vertex, mesh, bone?
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1answer
82 views

How does an energy-conservative Blinn-Phong-Fresnel model work?

What is a plausible, basic equation/pseudo-code for energy-conservative Blinn-Phong shading, including Fresnel with a coloured light-source? The net gives so many alternatives that it's hard to ...
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1answer
155 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 ...
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1answer
70 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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1answer
127 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 ...
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1answer
120 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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1answer
174 views

Brighter pixels around area (OpenGL ES 2)

I'm trying to achieve an effect like in the image bellow. Basically I will have a 2D texture and I want a small area around a point (let's call it "light source") to be slightly better lit (i.e. be ...
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1answer
143 views

XNA Diffuse Shader Issue. Edge lighting problem. Image Attached

As you can see in this image the diffuse shading is working correctly in some places but in other places such as the the bottom of the sphere you can see the squares/triangles of the mesh. Any ...
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1answer
94 views

Correcting Lighting in Stencil Reflections

I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a ...
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1answer
404 views

How to create a sun billboard with Ogre3d

I've been working with a few different engines alongside trying to code my own project. Rather than rewrite an entire renderer, etc I am using Ogre3d. To begin with I am trying to implement a very ...
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1answer
275 views

Lighting Covering Up Sky ( XNA / C# )

I have a 2D tile-based lighting system which is drawn onto a Render Target. I am also drawing a background which involves mountains, sun/moon, and clouds. There is also the unlit game; blocks, ...
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1answer
350 views

Spot and area lights inconsistent

Im having problems with area light and spotlight. When adjusting parameters the change is not consistent and sometimes the light grows tstronger and then dissapears and then reappears very strong, ...
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1answer
576 views

Grid-Based 2D Lighting Problems

I am aware this question has been asked before, but unfortunately I am new to the language, so the complicated explanations I've found do not help me in the least. I need a lighting engine for my ...
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1answer
408 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();
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1answer
127 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 ...
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1answer
341 views

Why isn't my lighting working properly? Are my normals messed up?

I'm relatively new to OpenGL and I am trying to draw a 3D model (loaded from a 3ds file using lib3ds) using OpenGL with lighting, but about half of it is drawn in black. I set up the light as such: ...
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2answers
580 views

OpenGL lighting engine for BSP geometry

I am trying to figure out the best way to go about creating a lighting engine for an old game format with BSP based geometry. I have all the relevant information about the light, ...
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1answer
941 views

How do you make a water shader?

I'm working on a minecraft-like world and recently saw this video with a water shader. I searched but couldn't find any good info on how to do something similar. Maybe I'm just googling the wrong ...