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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0
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1answer
167 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
vote
1answer
87 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 ...
0
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1answer
17 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 ...
0
votes
1answer
70 views

Normal Mapping issue

The first image shows a spotlight shining correctly on the floor. The second image shows the same spotlight but rotated 180 degrees. The first is correct, the second is not. The third image ...
1
vote
0answers
47 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 ...
0
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0answers
53 views

SFML - Rendering a torch with a fire animation [duplicate]

I have coded a 3D maze simulator in SFML using raycasting. However, I want to add a torch to the screen, so that the lighting seems more realistic. From my understanding, I would have to use ...
3
votes
1answer
840 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 ...
2
votes
3answers
139 views

2D Smooth Tile Lighting

I am currently working on a 2d platformer and have the general idea of how to apply 'lighting' to my level, but I am not sure at all how to make it smooth, similar to Terraria, as you can see here. ...
1
vote
2answers
115 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 ...
0
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0answers
36 views

How can I add sphere falloff to my specular lighting implementation?

I'm using point light in my game and tried to add specular lighting. It looks good but when standing close to wall player can clearly see where lights end. Image from front: Image when near wall: ...
1
vote
2answers
56 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 ...
0
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0answers
7 views

How to set up lights in Libqglviewer?

I decided to use Libqglviewer and the simple camera example to have a basic camera setup and play with fragment shading. I have not much experience in OpenGL but I have made my way through it. I have ...
2
votes
1answer
132 views

OpenGL light appears to move with camera and changes with object rotation

I have a working open gl es 2.0 3d engine (my own) that I've used in several iOS apps. I recently noticed that on a mutli-symmetrical object the lighting didn't look the same at each rotation. For ...
1
vote
1answer
61 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
vote
0answers
63 views

Why is my diffuse lighting changing with camera position?

I am trying to do lighting in view space, but I am afraid I have an issue. I calculate the normals as: N = norm_mat * vec4(vert_norm,0.0) where norm_mat is the transpose(inverse(model_view_mat)). ...
1
vote
0answers
37 views

Smooth seams and banding of overlapping lights in deferred rendering

I have finally managed to get on screen multiple lights with a deferred renderer, but the result is somehow disappointing. In particular I have severe banding problem Other than having clear ...
0
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0answers
54 views

Grayscale and 2D lighting using cocos-2dx

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 ...
1
vote
0answers
63 views

Understanding diffuse lighting in The Division

Here is a screenshot of the main character walking under a bright lamp: His hat, that was originaly dark grey, turns completely white. My question is how can such lightsource do this without making ...
0
votes
1answer
72 views

Specular light flickering with high specular power

I'm having some issues with specular lights, to be more specific, the specular color seems to be flickering when I set high power, like 512 (I set the specular color to green, so you can see better): ...
5
votes
4answers
346 views

OpenGL lighting appears to be clamping

I'm experiencing an odd problem where everything placed in front of my light appears black in my scene. This happens on multiple axes. I've searched the depths of the internet to find a solution, but ...
1
vote
1answer
142 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 ...
1
vote
1answer
105 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 ...
0
votes
2answers
135 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 ...
0
votes
0answers
69 views

Unity directional light for a day night cycle on a hex sphere

So I am trying to create a Day Night cycle on a sphere but it doesn't work the way I want it to. As the model is hex tiled, you see the edges of the hex tiles also lit up like below. I am using a ...
0
votes
1answer
73 views

Backface culling without light leaking through

I want to be able to see through walls, so to do this I used planes for the walls, and enabled backface culling. However with shadow mapping I have a lot of light leaking through: I read that using ...
0
votes
0answers
47 views

Voxel sparse octrees for indirect illumination

I don't understand the use of voxel sparse octrees for indirect illumination calculations. First of all, what exactly is happing? We're rendering the scene as usual with diffuse lighting. In the ...
3
votes
5answers
3k 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, ...
1
vote
1answer
132 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 ...
0
votes
0answers
25 views

How to upload lights when doing one pass per light

Suppose I have a reasonable amount of light sources that I upload at once in my forward rendering and accumulate them in shader. Now that I am willing to move to deferred, and so one pass per light, ...
2
votes
1answer
58 views

How can I tint a Texture2D with a gradient?

I am working on a lighting system for my game. Instead of lighting each tile completely with only one color, I want to create a gradient on that tile so to make the lighting look more dynamic and ...
4
votes
1answer
147 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 ...
1
vote
1answer
96 views

Ambient occlusion of cubes, a specific case

After much fiddling around and thinking I've got my AO working on my game engine as intended; except one specific case. When a block is nestled between others on two sides, but the corner block is ...
0
votes
0answers
40 views

Volumetric spotlight

Hy I'm working on the a volumetric spotlight into my engine(DirectX 11). I read quite a lot about it and would like to find a relatively quick solution. ShaderX3's approach dividing the light volume ...
2
votes
1answer
127 views

How do I multiply two RGBA colours?

I have two RGBA integers. What procedure should I perform on them to return the multiplied colour? Do I need to split the RGBA integer into its component integers (R, G, B, A)? I'm using this for a ...
0
votes
0answers
41 views

HLSL Shader Relative Positioning

I've got a shader that does the texturing, lighting, etc. for my game engine (written on top of MonoGame, in case that's relevant) for my block-terrain-based game (everything is rendered as triangles ...
1
vote
3answers
129 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
84 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 ...
3
votes
1answer
866 views

Converting time of day into a smooth day/night variable?

I'm trying to make a smooth day/night cycle for a game project that I've been working on. I've already set up a clock that adds deltaTime to seconds, wraps seconds to gameMinutes, etc. The issue that ...
5
votes
2answers
492 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
vote
2answers
128 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 ...
4
votes
1answer
191 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 ...
0
votes
0answers
28 views

Implementing Normal Maps with Unreal 4 Flipbooks

I'm new to Unreal 4 and just started using 2D. I have normal maps for my sprite that I'd like to put in so that the sprite responds to light as if all the details were modeled in 3D. How should I do ...
0
votes
2answers
80 views

Disable lighting in DirectX10

I'm implementing a D3D10 version of my renderer (not porting to avoid losing Windows XP support). I didn't go straight to D3D11 because MSDN and other sources recommend upgrading to 10 and then to 11. ...
-1
votes
1answer
190 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 ...
1
vote
1answer
67 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 . ...
2
votes
0answers
74 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
votes
1answer
398 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
votes
1answer
59 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
votes
1answer
389 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
votes
0answers
163 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 / ...