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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26 views

How to calculate spherical harmonic coefficients for indirect diffuse?

After reading the article "An Efficient Representation for Irradiance Environment Maps", I'm a bit confused as how to calculate the spherical harmonic coefficients. I'd like to generate these ...
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0answers
44 views

Blinn-Phong lighting on Voxel models

I'm creating a game that is going to use voxel models. However I got stuck when I coded my shader using Blinn-Phong algoritm. Here is how it look (Only care about the red model): As you can see ...
6
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1answer
967 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 ...
1
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1answer
451 views

LibGDX - Box2D: Realistic Light and Layers

I'm having some problems with my current game. Short description: It's a 2D game where you have to avoid the lights or you lose HP. My problem is the following one: Here is the rendering process: ...
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2answers
39 views

Inverting the Z coordinate of the light vector

I noticed that in some vertex shaders they invert the Z coordinate of the light vector, i.e. // Compute denormalized light vector in world space float3 vLightWS = g_LightPosition.xyz - ...
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0answers
28 views

How to calculate per vertex normals? (OpenGL) [duplicate]

I am really confused and quite much thinking about how to do that? Cross product and then, normalizing is not working for me. Or perhaps, I take them all wrong. Well, please explain me that while ...
0
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1answer
263 views

VertexColor shader is not working correctly in built application

I want to change the vertex colors of my mesh. The light sources must not affect the objects with this shader, its lighting must be determined only by its vertices colors, so I turned the Lighting ...
1
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1answer
298 views

Lighting shadow casting sprites with box2Dlights

I currently have something like this using box2Dlights Ideally, I would like objects casting shadows to be lit, so the object is lit but there is still a shadow cast around it. Right now the object ...
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2answers
112 views

GL_SPOT_CUTOFF not working properly

I'm new to OpenGL. I'm studying OpenGL 2.1 and I'm trying to make a little program to test the GL_SPOT_CUTOFF property, but when I set a value between 0.0-90.0, the light doesn't work and everything ...
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1answer
72 views

Incorrect Normal Matrix

In my game engine I'm passing a normal matrix to my shaders like so: Matrix3f normalMatrix = modelMatrix.invert().transpose(); However this is causing lighting to rotate with my object, producing a ...
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1answer
21 views

Unreal Engine 4 Point Light Limiters..?

I've noticed through the first two tutorials I've done that Point Lights begin entering the viewport with red x's on them. When I build those don't turn on. It seems to be implying some limit to the ...
3
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1answer
1k views

Libgdx - IsometricTiledMapRenderer and light shading

I am wondering if there is any way to simulate light shading in Libgdx using an IsometricTiledMapRenderer. Here is my code to draw an isometric map, it's able to be moved around with the mouse and ...
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1answer
59 views

Deferred rendering: camera inside point light's sphere of effect

I'm trying out deferred rendering and I'm using the tutorials at http://ogldev.atspace.co.uk. I've got the basics working and I'm currently trying to implement the final step from tutorial 37 ...
0
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1answer
50 views

Lighting changes when loading scene

I have a script that changes the levels using Application.LoadLevel (sceneNameToChangeTo); Once a level is loaded using that code when testing with the editor, the lighting changes dramatically. ...
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0answers
34 views

LWJGL OpenGL Spotlight half-showing

Problem: Only half of the light is showing. Lighting Inilization code: glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); ...
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votes
1answer
32 views

LWJGL Lighting advice / fix

Problem: The spotlight I've set up with OpenGL won't light up anything behind it, no matter what values I set for GL_SPOT_DIRECTION float[] LightDir = new float[]{0,0,-1,0}; float[] ...
0
votes
1answer
124 views

Reflection/environment mapping

I'm implementing reflection/environment mapping using a cubemap. I have it working for the most part but when I move my camera around, I see the same area reflected on the object. I am calculating the ...
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0answers
26 views

WebGL Multiple Lights, Blending, and Render Order

I am trying to do simple forward rendering for multiple lights using additive blending in WebGL. Following advice from this SO and this one, I simply turn on blending using glBlendFunc(GL_ONE, GL_ONE) ...
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6answers
5k 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, ...
4
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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 ...
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0answers
46 views

Unity 2D: Lighting ground tiles in a sidescroller?

I'm trying to find a good way to tint the ground tiles in my 2D game at sunrise, sunset, etc. I thought it'd be a good idea to use a diffuse material + lighting in order to create effects by ...
0
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0answers
26 views

Phong shading blows out things close to white [OpenGL]; is there a way around this?

I'm doing per-pixel lighting using the Phong shading model. In pseudo code this looks like: vec4 ambientColor = light.ambientIntensity * material.diffuse; vec4 diffuseColor = light.diffuseIntensity ...
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0answers
119 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 ...
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2answers
2k views

Making a Point Light follow a cube (Unity)

I'm trying to have a point light positioned directly above a cube follow wherever the cube goes. However, it doesn't move at all. This is my code for the light: using UnityEngine; using ...
0
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0answers
42 views

Creating Lighting effect in openGL [duplicate]

I am trying to make my wall have the same color and shade as the walls shown in the picture (Please ignore the frame and the bulbs). I can create a a cube and view it from inside but how can we give ...
2
votes
1answer
75 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 ...
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0answers
60 views

OpenGL Diffuse Lighting Issue

I seem to have a problem in my OpenGL scene where if I (the camera) am looking at an plane it's brightness changes depending on what angle I am to the plane. It seems as though the camera is a source ...
45
votes
1answer
3k views

Making a night scene without being dark on the monitor

What would be a good way to make a 3D scene look "like" a dark night, without being so dark on the monitor that it's hard to see stuff (especially when playing in a brightly lit room). I've been ...
1
vote
1answer
61 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 ...
3
votes
1answer
639 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
391 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 / ...
1
vote
1answer
131 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 ...
1
vote
1answer
211 views

Unity 2D: Sprites/Diffuse is making my character weird, like an antialias

i'm trying to put light and shadows on my 2D character but when i set the material on it to Sprites/Diffuse, it's kinda putting a strange smooth on my pixels. Without diffuse: With diffuse: And ...
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1answer
206 views

Custom shadowmapping in Unity not working properly

To experiment with a certain technique, I'm implementing my own shadow mapping in Unity. I'm using a camera for the light "view", which is rendered to a RenderTexture after being post-processed with ...
0
votes
3answers
1k views

Unity3D Directional lights vs Draw calls

I need 2 light sources looking at a different direction as per my design. This means, I cannot flag one of them as 'not-important'! I found that because I'm using 2 directional lights, drawcalls are ...
2
votes
2answers
54 views

Rectangular area light illuminance - colour banding

I'm currently working on an implementation of rectangular area lights but I am having some issues with the illuminance calculation, which gives me serious colour banding across the entire lit area. ...
0
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0answers
28 views

Connect lightsource with object in Libgdx

I want to make an minimalistic highway chase game in LibGDX, but I have a question. Can I attach a source light to an object so gravity will affect the source light, by pulling it down? One solution ...
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0answers
66 views

Sprite outline based on light position in UE4

I have simple sprite (for example black box) and I like to add to it outline (red line on example image) but based on light direction. I know UE4 use deffered renderer, so I cant access to lights, but ...
0
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2answers
281 views

Three.js: Lighting not calculating correctly on THREE.Geometry objects

I have a three.js (REVISION: '68') issue with the lighting of THREE.Geometry objects: I'm using the THREE.Geometry class to build up objects using vertices and faces, then I computeFaceNormals() ...
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0answers
329 views

Unity 5 Enlighten - How do I make objects look bright?

I've recently started using Unity 5 and have been reading up on their global illumination and physically-based shaders using Enlighten here. Unfortunately, I would seem that the demo project which ...
0
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3answers
304 views

Combine flat and smooth shading with a single model geometry

I need to be able to switch between smooth and flat shading interactively. Is there a way to do this efficiently with a single geometry? For example, smooth shading does not require duplicate ...
16
votes
3answers
5k views

Is there a way to use an arbitrary number of lights in a fragment shader?

Is there a way to pass an arbitrary number of light locations (and colors) for the fragment shader, and loop over them in the shader? If not, then how are multiple lights supposed to be simulated? ...
3
votes
1answer
185 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 ...
-1
votes
1answer
160 views

How to optimize my lighting shader?

I want to create a lighting effect on a gray-scaled world using cocos2d-x. What I've done is creating a layer which runs a shader program that receives light positions and radiuses as input and ...
0
votes
1answer
98 views

Imported Blender modular mesh lighting/shadows issue - Unity

Hi I've very recently started using Unity and am creating a game level. I've created my environment in blender and am currently using a modular design as I'd like to include destructible environments. ...
1
vote
2answers
251 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
1answer
146 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 ...
2
votes
1answer
185 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 ...
-1
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2answers
57 views

What are 'ambient' lighting/illumination/occlusion? [duplicate]

What's the difference between ambient lighting,ambient illumination and ambient occlusion ? What are they? What's the difference between them?
1
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2answers
642 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 ...