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Showing results for tags 'Light'.
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#include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->Move(0, 2, -8); auto ground = CreateBox(world, 20, 1, 20); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); auto light = CreatePointLight(world); //Main loop while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); if (window->KeyHit(KEY_SPACE)) { light = nullptr;//crash } } return 0; }
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Hello, when i use Environmet Proble and place on the map Light with "volume effect" and "Cast shadows" i get next result when this light is in the frame If i set "Cast Shadows" to "None" or i set "Volume effect" to 0.0, this bug disappears
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Hey, I seem to have an issue with shadows being cast/spread on my models. and I don't know what's causing it. For reference here's an image of what it looks like in Blender: Here's an overview of my material settings: The lighting settings are the standard the scene loads up with. also, there are no shaders or any sort of post processing added. Any help is very much appreciated.
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I'm currently writing a test using PBR shader. Right now it works, but I'm using pre-calculated environment (irradiance) map. I know that an environment is provided with the deferred rendering, but I want to use the texture sampler in the main shader because the calculation for the sampling (importance) is different. I would like to know if it is possible to access the sampler (to be bound) when during the 1st pass of the deferred. (for example texture15). Thanks;
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Is it possible to choose which light is going to affect particular object in the scene? If I have 5 lights for example, to make only 2 lights to affect the character and other lights to be applied to the rest in the scene?
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Hi, I'm trying to create a computer terminal so that I can save it as a prefab. Only thing is, every kind of light I try to use is wrong. A point light reflects off of the screen. I want the screen to be the thing emitting light (or make it look like it). I want the screen to give off light without a light shining on it. I searched the forum, and I found this post asking the same thing, but I can't find a glow shader anywhere. http://www.leadwerks.com/werkspace/topic/5894-does-lw-have-an-illumination-map/page__hl__computer+screen If anyone can help me, I thank you in advance.
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Hi Guys, I'm trying to write a trigger script that's dependent on light level hitting a specified object. I need to get the overall light level hitting the object, from both the scene objects sources & the player's flash light. While returning the result as a float value. Has anyone been able to sus out how to do this with lua? Would appreciate any help people are willing to give.
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When i create surface it look like it does not reflect light — very-very dark. What parameter setting it?
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Need a material that generates its own light, to simulate an LED strip, for example. I have been searching the wiki and steam but I have not found anything. As similar I managed to test it by inserting a point light to a model and put the shader emissive material. Attached a picture. Thanks!
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So I was messing around with a level, and I can't figure out what function I should use to make a light go off. Hide() and Stop() don't seem to work. Any help?
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Hello all, I started the developpement of my game and I thinking about my torches. I've a particles emitter for my fire and a point light on it... great but a bit dead for a fire light. Can someone tell me how to do realistic living fire lightning effect ? Should I code a script to randomly change the brightness of the light ? or is there a more performance-friend solution ? Thanks a lot Lionel