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
536 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
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 ...
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
3answers
176 views

How do you accommodate newbies while still creating depth in the design of light/dark systems for MUDs (or other text-based games)?

I've been pondering a redesign of our MUD's light/dark system. Our current system accommodates new players by simply not saddling them with being unable to see should they happen to wander outside of ...
3
votes
1answer
101 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
874 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
2k 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 ...
6
votes
1answer
962 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 ...
13
votes
2answers
3k views

How do I blend 2 lightmaps for day/night cycle in Unity?

Before I say anything else: I'm using dual lightmaps, meaning I need to blend both a near and a far. So I've been working on this for a while now, I have a whole day/night cycle set up for renderers ...
6
votes
2answers
550 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
2k 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
526 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
1k 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= ...
12
votes
1answer
812 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
163 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
653 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
776 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
282 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
969 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
891 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?
1
vote
2answers
270 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
204 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
547 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
3answers
2k 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
365 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
991 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
750 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
471 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
440 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
269 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
550 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
710 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
1k 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
306 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
1k 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
463 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
423 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 ...
14
votes
4answers
5k 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
2k 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
962 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
898 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
136 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
287 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
2k 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
793 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
141 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: ...
6
votes
1answer
676 views

How do I reconstruct depth in deferred rendering using an orthographic projection?

I've been trying to get my world space position of my pixel but I'm missing something. I'm using a orthographic view for a 2.5d game. My depth is linear and this is my code. float3 lightPos = ...
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
451 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 ...