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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16 views

C# XNA 2D Tile Lighting Problems [on hold]

Hi guys im trying to implement 2d smooth lighting effect like terraria.But there is some issues like this: http://oi61.tinypic.com/2udwdy0.jpg Border blocks has 0 light, why i dont know. ...
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1answer
105 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
109 views

Minecraft - like lighting engine

So I was looking on how to create a minecraft - like lighting engine and I found the following post: How can I implement lighting in a voxel engine? The answer to it was incredible and perfectly ...
3
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1answer
104 views

How to calculate directional light frustum from camera frustum

I'm playing around with OpenGL for a few weeks now. For the following screenshot I picked the glm::ortho values for my lightsource by trial and error. There are two directional light sources with ...
4
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2answers
423 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 ...
1
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1answer
53 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 . ...
1
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1answer
94 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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0answers
36 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 ...
0
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1answer
87 views

HTML5 Canvas 2D lighting and normal maps [closed]

How using the HTML5 Canvas can I create a 2D game with light sources and also add an extra depth using normal maps. I have never really done lighting in 2D before and I'm not sure where to start. ...
-1
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1answer
31 views

Is lighting different from Immediate mode rendering to VBOs?

I recently got a textured cube to render as a VBO, and I've noticed some strange things as I have been trying to incorporate lighting. Firstly, there is no difference if I comment out any lines ...
3
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1answer
361 views

What is deferred lighting?

There is plenty of information on what deferred rendering is but there is a lack when it comes to deferred lighting and the information that there is there is not clear. My question is simple, what ...
2
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0answers
66 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 / ...
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0answers
74 views

implementing shadows into my 2D GLSL-based lighting system

I'm writing a lighting system in OPENGL using GLSL shaders, and I'm pretty happy with the light casting I have so far, but I'm totally stuck on casting shadows. Everything I've found online on this ...
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1answer
60 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 ...
2
votes
2answers
114 views

Render with multiple lights (one pass per light)

I have already a system that at the moment handle multiple lights just passing an array of light struct and loop through it. I had been told to switch to a multipass rendering approach. How should I ...
1
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1answer
57 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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0answers
30 views

Get light positions from an environment map

As the title says, I was wondering if there's a way, in a preprocessing step, to infer the position of a some light sources starting from an environment map. I think I saw lights inferred from an ...
2
votes
1answer
75 views

Irradiance cubemap to spherical harmonics conversion

What are advantages of using spherical harmonics instead of irradiance cubemap? Are there any common used methods for conversion?
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1answer
43 views

Rotation with XMMatrix to Rotation with XMFLOAT3

I'm rotating a Direction Light around a fixed object, so the light only contains a XMFLOAT3 to determine it's direction that it is facing. I have another object rotation using the variable Rotation ...
3
votes
1answer
163 views

Best way to blend colors in tile lighting? (XNA)

I have made a color, decent, recursive, fast tile lighting system in my game. It does everything I need except one thing: different colors are not blended at all: Here is my color blend code: ...
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2answers
120 views

Implementing directional lighting in voxel based polygon-engine

I'm having trouble implementing directional lighting. (I'm not that familiar with 3D.) The problem is that the lighting does not "follow/flow with" the other blocks next to them. How should I fix ...
1
vote
1answer
59 views

Handling multiple lights of different types in GLSL

I want to be able to support multiple lights of different types (point, spot & directional). Note that I also want to be able to render transparent/translucent objects, which rules out deferred ...
2
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0answers
171 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 ...
0
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1answer
69 views

Volumetric Lighting projects models

I've been trying to implement Volumetric Lighting using the code from this tutorial but I've run into some issues, even after basically copypasting the shader code. I'll just show you what's going ...
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0answers
20 views

Trouble with Lightmaps When Meshes Intersect

I've been working on making lightmaps for a game on mobile devices (meaning that individual texture sizes cannot exceed 2048 and that file size needs to be as small as possible), but I'm running into ...
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0answers
45 views

How to add a flashlight in libgdx?

So I want to add a flashlight to the game when the game starts to get darker which I already have working. I bound a light texture to the batch and the first problem is that for some reason the ...
4
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1answer
68 views

Lighting computation viewing direction

This is something that's really cooking my noodle. When I'm computing the light response for a material in my fragment shader, I'm using the standard 3 normalized vectors, in eye space: fragment ...
3
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0answers
69 views

Using sky for indirect lighting - should I remove the sun?

I'm attempting to achieve slightly more realistic ambient lighting in outdoor scenes using the sky cubemap. When rendering an object, I first calculate the direct lighting contribution using ...
0
votes
0answers
26 views

Light shaped like a line

I am trying to figure out how line-shaped lights fit into the standard point light/spotlight/directional light scheme. The way I see it, there are two options: Seed the line with regular point ...
0
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0answers
32 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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0answers
39 views

Normal map lighting bug in bottom right quadrant [closed]

I am currently working on getting normal maps working in my project, and have run into a problem with lighting. As you can see, the normals in the bottom right quadrant of the lighting isn't ...
1
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0answers
47 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 ...
1
vote
1answer
73 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 ...
0
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0answers
51 views

box2dlights conelight rotation is off

I'm using libgdx/box2dlights for my game~ I have a conelight set up as such: ConeLight cl = new ConeLight(rh, 32, new Color(0f, 0.0f, 0.0f, 1.0f), 3, 0, 0, 0, 1); where "rh" is a RayHandler set to ...
6
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2answers
185 views

Reducing Spherical Harmonic Ringing

I've generated some 2nd order SH light-probes from cube-maps in my scene and I was surprised how strong artifacts are around the back of the dominant lights. I switched to a Lambert source plus ...
2
votes
1answer
160 views

Surface shader with VertexLit causes black object

I wrote the simplest possible surface shader: Shader "SimpleSurf" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} } SubShader { Tags {"RenderType"="Opaque" } ...
0
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1answer
45 views

Way to avoid excessively bright objects with specular lighting?

I have a typical Phong shading with specular light. I have all the parameters tuned so to give appropriate highlights from a point light source. Now the problem I have is a new object that has a large ...
1
vote
1answer
86 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 ...
3
votes
1answer
125 views

Creating a black light (ultraviolet) shader?

I am interested in the algorithm for color picking that would ideally allow to choose what color range will be highlighted and what color range will be faded. I can sort-of understand how to make it ...
13
votes
8answers
2k views

Does the linear attenuation component in lighting models have a physical counterpart?

In OpenGL (and other systems) the distance attenuation factor for point lights is something like 1/(c+kd+sd^2), where d is the distance from the light abd c, k and s are constants. I understand the ...
0
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1answer
61 views

Light direction not being calculated correctly

I'm trying to implement deferred lighting in my game, and have run into an issue with normals. The image above shows the lighting being applied to a tile map. The yellow shade represents the ...
6
votes
3answers
587 views

How can I create a shader that will reproduce this lighting effect on terrain?

Notice the way in which the major light source in each image reflects off the ground, as a function of the distance between the light source and the viewer (?). Is this a (bumped) specular map? ...
0
votes
2answers
196 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 ...
16
votes
3answers
3k views

What is the utility of squared radius and inverse squared radius for lighting computations?

On one of the slides from "DirectX 11 Rendering in Battlefield 3" PowerPoint I noticed the folowing code: struct Light { float3 pos; float sqrRadius; float3 color; float invSqrRadius; } I ...
1
vote
4answers
223 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 < ...
6
votes
2answers
489 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 ...
1
vote
0answers
68 views

SpotLight in ForwardBase pass using forward rendering

Is there anyway I can force Unity to allow me using a custom shader to render spotlights in a ForwardBase pass (using Forward Rendering Path)? For what I could see since now: Unity use and ...
1
vote
1answer
655 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 ...
3
votes
1answer
133 views

Understanding and editing HDR light environments in Photoshop

I'm working with an in-development system that uses .hdr environments (equirectangular projection) to provide image-based lighting (IBL) to a 3D rendering. I'm trying to understand what range of ...
1
vote
1answer
180 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 ...