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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3
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1answer
353 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 ...
2
votes
1answer
686 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
1answer
32 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
votes
1answer
49 views

Surface shader ignores lighting in vertexLit path

I want to use a surface shader in VertexLit(not Forward) rendering path. I caused a problem that the compiled shader completely ingnores lighting from the light sources on the scene. Here's the code: ...
3
votes
0answers
67 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 ...
2
votes
0answers
67 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" } ...
2
votes
0answers
175 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
votes
0answers
453 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
vote
0answers
37 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
0answers
72 views

Unity : shader that uses mesh.uv to tile texture atlas and mesh.uv2 to tile light atlas

I'm using a texture atlas and a light atlas to tile a mesh. I have the texture atlas working fine. I can apply textures and create a sort of tile map on my coded mesh. At the moment I'm using the ...
1
vote
0answers
31 views

Implementing Light Volume Front Faces

I recently read an article about light indexed deferred rendering from here: http://code.google.com/p/lightindexed-deferredrender/ It explains its ideas in a clear way, but there was one point that ...
1
vote
0answers
151 views

Unity Pro - Shadow rendering issue

I am using Unity Pro 4.2.1f4 and I always have this sort of glitch. This is due to the shadows and the bias. Even with a low bias this is happening. I've found a thread that talks about that ...
1
vote
0answers
242 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
vote
0answers
130 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
0answers
313 views

Dynamic 2D soft shadows with concave polygons?

I've implemented dynamic 2D soft shadows from this article on gamedev.net. It uses an image for the penubmra and is fast, physically accurate and looks good in most situations, so I really like the ...
0
votes
0answers
23 views

Cone Lighting formula for 2D projection space?

There is a good formula for a 3d cone lighting: float angleCos = dot(lightVector.rgb, lightDirection.rgb); attenuation = saturate((angleCos-coneCos)*coneCos); What if I want to compute whether my ...
0
votes
0answers
29 views

Checking if a object is blocking my view of a light (it's between light and camera)

I'm trying to determine, from a list of objects, which ones are blocking my view of a light. In other words: which ones are between the light and the camera. Coding in C++, using HPL1Engine. This is ...
0
votes
0answers
59 views

Cast shadow without rendering object

I'm new to UDK, and am using it to develop a survival-horror game based heavily on shadows. My question is short: is there a way to create an actor that, when rendered, ONLY renders its shadow (not ...
0
votes
0answers
24 views

Unity3d: Lines in Android build

I have a directional light pointing at the 3d objects. For some reasons, when I build to Android, the lighting produces multiple horizontal lines. It does not happen in other builds such as the ...
0
votes
0answers
39 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 ...
0
votes
0answers
25 views

ColorMaterial:AmbientAndDiffuse equivalent for CG\HLSL

I have this shader written on shaderlab, which replaces Ambient and Diffuse values of the material, because I need to tweak vertices colors from the script. Shader "VertexSimple" { Properties ...
0
votes
0answers
42 views

Simultanious RenderTarget use in XNA

I am currently grappling with the idea of lighting a 2D scene as a 3D one and i need to clear up a couple of things. I have so far figured out that i am going to use a differed lighting system where ...
0
votes
0answers
84 views

Normal mapping and translation, lighting not displaying correctly

I got a normal mapping issue. I have a texture and a normal texture on each model loaded via the ASSIMP library. I am calculating the tangent vectors on each object with the help of the ASSIMP ...