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.
0
votes
2answers
475 views
how to make HLSL effect just for lighning without texture mapping?
I'm new to XNA, i created an effect and just want to use lightning but in default effect that XNA create we should do texture mapping or the model appears 'RED', because of this lines of code in the ...
2
votes
1answer
123 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 ...
2
votes
1answer
301 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
398 views
how to modify shadow mapping in “3D Graphics with XNA Game Studio 4.0”?
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
0answers
93 views
Dynamic “Light Level” System based on alpha levels
My team and I have been working on a game in Java using the Slick2D engine and there are a few things I have questions on. As of right now, the code that I've written basically takes a cosine function ...
3
votes
0answers
99 views
Combining Effects
To be able to work efficiently with effects, isn't there a "good" way to combine multiple effects so that one effect handles stuff like "Multi texturing" and another controls the value like Ambient ...
3
votes
0answers
171 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
0answers
101 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 ...
2
votes
0answers
60 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 ...
2
votes
0answers
97 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 ...
1
vote
0answers
149 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
121 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
212 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 ...
1
vote
0answers
90 views
How do I get my polygons to be lighted by either side?
Okay, I am using Ogre3D and Gorilla(2D library for ogre3D) and I am making Gorilla::Screenrenderables in the open scene.
The problem that I am having is that when I make a light and have my ...
0
votes
0answers
31 views
Interpolation of surface normals on the face of a triangle and Goroud shading
My question is detailed at this link.
I linked it instead of copy paste because here I can't seem to get the fancy math symbols to show properly here.
Thoughts?
0
votes
0answers
81 views
How to move a directional light according to the camera movement?
Given a light direction, how can I move it according to the camera movement, in a shader?
Think that an artist has setup a scene (e.g., in 3DSMax) with a mesh in center of that and a directional ...
0
votes
0answers
192 views
Implementing Lighting OpenGL 2D Quads with Textures
Lets say I have a grid of tiles 64x64 and I want to implement lighting using opengl.
I draw the grid with 2D quads that are binded with textures. How would I implement source lighting and stuff like ...
0
votes
0answers
306 views
3D Graphics with XNA Game Studio 4.0 bug in light map?
i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map
http://i.stack.imgur.com/BUWvU.jpg
this effect shows ...