Dark spaces cast by the presence of a solid object blocking the flow of light. Often helpful for telling where your character is going to land.

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0
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0answers
38 views

Primitive icosahedron with shadowmapping [on hold]

I have a primitive icosahedron (d20 dice) using VertexPositionNormalTexture. I calculated the normals and lightning works fine. But now I want a shadow, I found tutorials about it but only for fbx ...
-1
votes
1answer
113 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
55 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
votes
0answers
100 views

CSM shadow errors when models are split

I'm getting closer to fixing CSM, but there seems to be one more issue at hand. At certain angles, the models will be caught/split between two shadow map cascades, like below. first depth split ...
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1answer
74 views

CSM DX11 issues

I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column ...
1
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0answers
68 views

OpenGL - Cascaded shadow mapping - Texture lookup

I'm trying to implement cascaded shadow mapping in my engine, but I'm somewhat stuck at the last step. For testing purposes I've made sure all cascades encompass my entire scene. The result is ...
2
votes
0answers
80 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
0answers
84 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 ...
0
votes
1answer
65 views

XNA Masking Mayhem

I'd like to start by mentioning that I'm just an amateur programmer of the past 2 years with no formal training and know very little about maximizing the potential of graphics hardware. I can write ...
0
votes
2answers
71 views

Single texture or one texture per light for shadow mapping

The basic implementations of shadow mapping that I have seen create a depth texture for each light source affecting the scene. I'm just curious as to why this might be done rather than using and ...
1
vote
1answer
90 views

Shadow Map field-of-view

I'm implementing a shadow map algorithm with a spotlight (a spotlight that always "looks" at a given object). My issue is that for some configuration, part of the object the light is "looking at" is ...
1
vote
1answer
99 views

Reflection and shadows in OpenGL

I'd like to implement shadows and reflective surfaces in my OpenGL app. I already have ideas which I will provide below. But I would like to ask someone more experienced than me before I put too much ...
11
votes
1answer
1k views

Is a Gaussian blur a fairly accurate representation of soft shadow edges?

I'm not sure if real life soft shadows (from close,large light sources) have a Gaussian or linear falloff, or something else. I'm working on something where I can create the shadows by manipulating ...
0
votes
1answer
130 views

How to achieve a Gaussian Blur effect for shadows in LWJGL/Slick2D?

I am currently trying to implement shadows into my game, and after a lot of searching in the interwebs I came to the conclusion that drawing hard edged shadows to a low resolution pass combined with a ...
1
vote
1answer
49 views

Depth Map resolution shifting

the problem is with shadow mapping as you can see, actually it works fine but in a certain condition that the Depth Map size must be equal to the size of rendering buffer, I use an infinite ...
0
votes
2answers
73 views

Trouble getting shadow maps working

I am trying to implement shadow maps in my game following this tutorial. For some reason, the light is not being occluded. In the above screenshot, the big white sprite in the foreground is a ...
3
votes
2answers
795 views

Unity - Part of the sprite is covered in shadow

I have a sprite with Transparent/Cutout/Diffuse shader. Recieving shadows is turned on in SpriteRenderer. The light is a pointlight and I am using deffered rendering path. However when I am above or ...
1
vote
1answer
97 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
35 views

Box2D—Dropshadow

I am about to create a Jump'n'run game using Box2D for the physics. I am asked to add a Dropshadow to the main Character, but as I noticed this could become quite complicated. Basically the Light ...
1
vote
0answers
74 views

Alternative to z-fail [closed]

This question is less technical but maybe someone had similar thoughts. I am wondering if the following algorithm still harms the stencil shadow patent? It is concerned with the invention of a "new ...
1
vote
1answer
320 views

Cascaded shadowmapping problem with split distances

I'm doing cascaded shadow mapping and I have problem. From the cameras position, the splits are [camPos, 6], [camPos+6, 12], [camPos+12, 18] and [camPos+18, 100]. The "mSplitDistance" variable is the ...
1
vote
1answer
235 views

How can I simulate shadows for a 2D top-down game? [duplicate]

I'm trying to simulate shadows for a 2D top-down RPG (in Python), but I can't think of the best way to do this So far I've tried making copies of the original game entities and turning all opaque ...
-1
votes
2answers
141 views

GL ARB Shadow Ambient Extension is not supported

I'm trying to build a game engine with LWJGL under Java. I'm want to implement Shadowmapping, but I'm stuck with the tutorials from Oskar Veehoek (here, specifcally). When I try to use the shadow ...
0
votes
0answers
85 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
123 views

Calculate parameters for orthographic matrix for directional shadow mapping

I am struggling with how I can fit my scene in an orthographic projection, based on what is visible by the camera. All tutorials so far explain almost everything in perfect detail, and then for the ...
0
votes
0answers
87 views

Shadow Mapping: How to calculate Axis Aligned Bounding Box?

I am trying to implement Shadow Mapping, which is actually working with an AABB that always covers my entire scene, but (obviously) it gives very blocky graphics. So I figured I need to calculate a ...
1
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2answers
244 views

Technique for multiple shadow casting lights in 2D

I'm trying to create shadows in a 2D game in such a way that I can have an arbitrary number of lights in a scene, all of which can cast shadows. To do this I think I have to generate a mesh for each ...
0
votes
0answers
58 views

“Blinking” graphical bug when rotating shadow matrix

So, we have implemented Krypton shadows into our code for our 2D game, and it's working beautifully. Only issue is that we're running into a bizarre graphical bug when rotating the shadows with the ...
0
votes
0answers
71 views

Shadow wall sight problems

i used this tutorial https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows to make my shadows. I think its a pretty nice and easy method. I render all my shadow in a Framebuffer and ...
2
votes
2answers
205 views

Where should shaders and lights be in a component-based entity system?

Where should I put the shader and the light / shadow calculation? Should that be a component too? And should the rendering system know how to handle them or should there be a separate light system? ...
0
votes
1answer
419 views

Directional shadow mapping view/projection matrices

I've got shadow mapping with directional lights working, but I believe I am constructing the view/projection matrices wrong. Here's how I build them: Mat4 viewMatrix = ...
1
vote
1answer
270 views

Slope scaled depth bias with normal maps

I'm using a slope scaled depth bias to reduce shadow acne with shadow maps. However, it's causing artifacts when used with normal mapped surfaces because the bias varies over the surface, where it ...
2
votes
1answer
425 views

How can I create 2D shadows that let me detect when the player is inside them?

I'm working on a 2D platform game, and I want my platforms to cast shadows along with some way to detect if the player is inside the shadow area (that is, not hit by the sun). More specifically: I ...
1
vote
1answer
157 views

Center directional light shadow to the cameras eye

I'm currently drawing my directional light shadow using this view and projection: XMFLOAT3 dir((float)pitch, (float)yaw, (float)roll); XMFLOAT3 center(0.0f, 0.0f, 0.0f); XMVECTOR lightDir = ...
0
votes
1answer
196 views

Creating a 2D texture array for depth view

Following my question here, I decided to create an 2D texture array for all of my depth screen texture so that I can use them for shadows for all my lights. I'm having an issue setting it up, I'm ...
4
votes
2answers
196 views

Shadowmap first phase and shaders

I am using OpenGL 3.3 and am tryin to implement shadow mapping using cube maps. I have a framebuffer with a depth attachment and a cube map texture. My question is how to design the shaders for the ...
4
votes
1answer
127 views

PCF shadow shader math causing artifacts

For a while now I used PCSS for my shadow technique of choice until I discovered a type of percentage closer filtering. This method creates really smooth shadows and with hopes of improving ...
1
vote
1answer
252 views

Infinite terrain shadows

I'm creating an infinite terrain engine, which generates the terrain either with fractals or noise. How can I make dynamic shadows for the sun on this terrain, if I don't know in advance what will be ...
0
votes
1answer
296 views

What is required for casting shadows in JavaFX 8 3D?

In a scene with an added point light the shapes are not casting shadows on each other. Is anything required to cause them to cast shadows?
1
vote
1answer
2k views

How to opitimize Shadows in Unity 3D

I made the shadow of Solider in my game using Unity pro shadows feature. http://docs.unity3d.com/Documentation/Manual/Shadows.html The performance of my game becomes very slow after adding these ...
2
votes
1answer
163 views

How stencil buffer and glFrontFace help making a shadow?

I'm trying to understand the tutorial 27th in Nehe website. This is about how to cast a shadow of an object using stencil buffer in OpenGL. The idea here is checking the directions of all the faces of ...
1
vote
0answers
143 views

What's the best engine for a procedural game that doesn't compromise on graphics? [closed]

We have a very interesting idea for a new game mechanic that would allow us to make our game procedural and entertaining. To bring this game to life, we need the ability to generate the game world on ...
0
votes
0answers
93 views

Projecting shadow map

I'm having a problem with shadow mapping and don't know where to go from here. Take a look at this screenshot: The cube circled in green is the light position, the light direction is pointed ...
1
vote
0answers
197 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 ...
0
votes
1answer
73 views

Shadows go through meshes, and also being applied to itself

I am using Ogre3D and I am using stencil shadows for my character. They work pretty well, but I have 2 problems: first, the shadow is applied to the entity it is casting the shadow, and secondly, the ...
3
votes
1answer
725 views

Shadow mapping does not work correctly using GLSL shaders

I'm a beginner in shadow mapping. I have in my scene two meshes : a cube and a floor. The scene is lighted by a single point light. Here's for the following display the light properties : ...
1
vote
0answers
134 views

Simple shadow casting in 2.5D game

I am trying to build simple game and I just bumped on some logical problem that I am sure many of you already came across. I have a plane - floor and several sprites-trees that have tree texture on ...
0
votes
0answers
102 views

Shadow Mapping Wrong Results

Since 2 days, i'm trying to figure out whats wrong with my shadow shader. The shadow map is drawn correctly, just the projection on to the scene is not working. The Vertex Shader Code seems fine: ...
2
votes
1answer
128 views

The math behind Variance Shadow Maps - moments

I am not asking how to implement them (that's not particularly difficult), but I'm having a bit of trouble understanding why the moments used in Chebyshev's inequality (indirectly) are equal to the ...
0
votes
0answers
157 views

Shadow-casting through time acting in “reverse” before next notciable shadowmap update

question was re-written to better explain the problem I have a scene of big thin parallelepiped, small cube, and a light source, all aligned on Y axis, like so: _ | | | |----[ ]----Light |_| Both ...