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I found a trick for this problem (tested just for the spotlight)! Do the following things: 1) Set the range of illumination to just reach the wall(the strength of the light on the wall will decrease). 2) Increase the intensity as you want and you will see that the light is now illuminating just the wall and don't go through


I finally figured this out, and it's impossible to solve knowing only the code here, because it is actually right. The issue was the way normal maps were uploaded to OpenGL. In glTexImage2D you specify the internalFormat - the normal map was uploaded to OpenGL using the same code as diffuse textures, which are in non-linear colorspaces, so i was using ...


This is one case where it's useful to steal ideas from Hollywood, who have been doing this for decades. Typical hollywood night scene, also related question from Movies.SE The picture above was filmed during the night time, but it's not actually a dark picture. Notice how the actors' faces are very well lit, although the sky is pitch black and ...

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