I tried to implement normal mapping in my opengl application but I can't get it to work. This is the diffuse map (which I add a brown color to) and this is the normal map. In order to get the tangen...
Have been looking at lighting on Scenekit, and while I can now apply a lighting node to light something I'm looking for a way to light from within an object. As an example imagine a neon glow, or a l...
I just started creating a game using libgdx. It is a top down 2d shooter using scene2d ui. Now i thought, that i could add darkness and light to some levels, but i don't want to rewrite everything usi...
What is the most efficient way to do lighting for a tile based engine in Java? Would it be putting a black background behind the tiles and changing the tiles' alpha? Or putting a black foreground and ...
I'm trying to create a spot light that illuminates a cube. The surface underneath should then show a shadow. Unfortunately I wasn't able to achieve this. The light ignores the cube and casts the light...
This is related to a problem described in another question (images there): Opengl shader problems - weird light reflection artifacts I have a .obj importer that creates a data structure and calculat...
I am creating a 3d scene currently a box and rect, and trying to enable lighting. When i create a PointLight and add it to Environment everything turns to black color? all i want to do is creat...
I have been working on an area lighting implementation in WebGL similar to this demo: http://threejs.org/examples/webgldeferred_arealights.html The above implementation in three.js was ported from t...
I'm attempting to create a small 1st-person game using Three.js, but I'm having trouble with the lighting. Basically I want to simulate the sun and have it rotate around casting light on everything. I...
The only model I'm familiar with is diffuse lighting but this look way more complicated than that.