Yep. Latest version has it fixed up just fine.drunken_thor wrote:Please try the most recent version of the code, I just released a bunch of optimizations and one of them was to take out the complicated directional light math and use an arc stencil instead. That should clear up your issues.
Löve "Light vs. Shadow" Engine v2
Re: Löve "Light vs. Shadow" Engine v2
- soulaymenc
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Re: Löve "Light vs. Shadow" Engine v2
Uhh, sorry I got no where else to ask, how can I rotate the normal map ?
This world is so strange.
- drunken_thor
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Re: Löve "Light vs. Shadow" Engine v2
There is no way to do that currently I can add in rotation to image and normal modifiers. while I am at it I might as well add scaling as well.soulaymenc wrote:Uhh, sorry I got no where else to ask, how can I rotate the normal map ?
Re: Löve "Light vs. Shadow" Engine v2
Is it possible to have shadows cast over bodies that do not cast shadows ?
I would like to use the normal map effect on the floor tiles but when I add bodies that do not cast shadows, the character's shadow does not cast over them:
Without floor bodies: With floor bodies and normal maps:
I would like to use the normal map effect on the floor tiles but when I add bodies that do not cast shadows, the character's shadow does not cast over them:
Without floor bodies: With floor bodies and normal maps:
- drunken_thor
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Re: Löve "Light vs. Shadow" Engine v2
Yeah I will have to rewrite a bit though, I use normal maps to stencil out shadows that are calculated from the shapes edges. It is a trick to save some optimizations but your use case seems pretty useful so I will have to rethink it. I will get back to you soon I havent been feeling too well lately so I havent been working on the project that much.giann wrote: Is it possible to have shadows cast over bodies that do not cast shadows ?
I would like to use the normal map effect on the floor tiles but when I add bodies that do not cast shadows, the character's shadow does not cast over them:
Re: Löve "Light vs. Shadow" Engine v2
Alright. Maybe you could include that behaviour with a setting to turn it on or off. And preserve the optimization for those who do not need normals to behave like that
Re: Löve "Light vs. Shadow" Engine v2
I think I did it !
I pass to the shadow shader an image with only the non-floor normals. I apply the shadow attenuation over normals only if not on a non-floor normal. I can do a pull request if you want - drunken_thor
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Re: Löve "Light vs. Shadow" Engine v2
Yeah you submit a pull request but please test the issue that you were having with wall block shadows overlapping other wall blocks. That was one of the reasons the shader was set up as a stencil like that.giann wrote: I pass to the shadow shader an image with only the non-floor normals. I apply the shadow attenuation over normals only if not on a non-floor normal. I can do a pull request if you want
Re: Löve "Light vs. Shadow" Engine v2
Is it possible to apply the light/shine map to the drawn objects, so that tiles hidden behind other tiles (casting a shadow on them) are actually hidden (but objects the light shines on aren't)? I am using the engine together with STI if that is relevant.
To clarify, I marked the areas that I don't want to be lit in this image:
I'd guess it would be possible if the light/shine map could be drawn on the shadow map additively.
To clarify, I marked the areas that I don't want to be lit in this image:
I'd guess it would be possible if the light/shine map could be drawn on the shadow map additively.
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