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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2answers
627 views

How can I support many point light sources in a dynamically-generated level in Unity?

I'm currently working with a dungeon game which is similar to Dungeon Keeper by Mythic Entertainment. I'm using Unity and developing this game for Ipad 2 and above. Player can modify his dungeon, and ...
2
votes
1answer
149 views

2D lighting causes black rings to appear

A year ago I implemented 2d lighting in XNA using sprites. The sprites I used were created by placing a soft white photoshop brush on a transparant background. The result was this: (lights only) ...
2
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1answer
191 views

front and back face detection

I am trying to implement a dynamic shadow system for a 2d game using this tutorial : ...
2
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1answer
160 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
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1answer
289 views

Animated light effects in games

I have been wondering now for quite some time, how certain animated texture effects are done, specifically involving light effects. Some good examples of what I mean are the green bridges in ...
2
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1answer
309 views

Steps to take before trying to implement screen space ambient occlusion

I very recently started learning modern OpenGL. I have implemented a wavefront file loader and a basic ADS shading model. At some point I'd like to implement screen space ambient occlusion. I tried ...
2
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1answer
939 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
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1answer
1k 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
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1answer
59 views

Proper normal vector transformations in normal mapping

Hello! This question is about transforming normal vectors from normal maps properly. I have tried methods from over five sources, still can't get it to work, and I'm really desperate. Included are ...
2
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1answer
110 views

Box2D Lights - Simulate water

I have a libGDX project, in which I have a Box2D world, which is currently filled with some boxes as a terrain. I also added a DirectionalLight to the scene for simulating the Sun. I almost have the ...
2
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0answers
96 views

Compute directional light frustum from view furstum points and light direction

I'm working on a friends engine project and my task is to construct a new frustum from the light direction that overlaps the view frustum and possible shadow casters. The project already has a ...
2
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0answers
104 views

How to draw a spotlight in 3D

To be clear, I am not talking about the light result (the lit area) but the spotlight itself, like this The two common suggestions that I tried are 2D image and a 3D cone. The problem with the ...
2
votes
1answer
396 views

Incorrect lighting results with deferred rendering

I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am ...
2
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0answers
333 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. ...
2
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0answers
430 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 ...
2
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0answers
135 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) { ...
2
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0answers
1k views

How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together? [closed]

I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy ...
2
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1answer
941 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
820 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?
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2answers
662 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
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2answers
260 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
581 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 ...
1
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1answer
116 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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2answers
412 views

Lights system with shaders in OpenGL?

In more than just 1 occasion, i read about 2 ways of doing a light's system in OpenGL: normal way? i don't know how to call this one with the shaders ( GLSL ) The problem is i don't get the ...
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4answers
233 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 < ...
1
vote
1answer
708 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 ...
1
vote
1answer
167 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
747 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 ...
1
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1answer
130 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 ...
1
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2answers
150 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
793 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 ...
1
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2answers
132 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 ...
1
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1answer
67 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 ...
1
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1answer
191 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
3k 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
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1answer
59 views

Question regarding irradiance

I know that the formula for irradiance at surface point p with normal n given a point light source at position l is: H = I(cos x) / ||l - p||^2 Where: x = angle between n and l-p I() = Intensity ...
1
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1answer
111 views

How to cast colored shadows

I have a glassy object and when light passes through it I want it to cast colored light behind it, instead of the shadow. I could just use another light object to cast that colored light, but is it ...
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2answers
214 views

Are shaders the only way to implement 2d lighting?

I'm working on a 2d top down game with libgdx and I think i got the basics. No want I want to implement lighting, I don't know anything about lighting. I want just to have some light sources and ...
1
vote
2answers
140 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 ...
1
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2answers
62 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 ...
1
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1answer
154 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 ...
1
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1answer
103 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 ...
1
vote
3answers
161 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 ...
1
vote
1answer
494 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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vote
2answers
701 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 ...
1
vote
1answer
349 views

Spot Light color fade in Unity 3d

I have a scene where many spot lights are focused on the screen. All have red color and same intensity. What I want is that the red Color(0,0,0,1) value should increase and decrease in a fading effect ...
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1answer
396 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 ...
1
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1answer
350 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
90 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: ...