Search found 27 matches

by 0x29a
Fri Nov 18, 2016 11:03 am
Forum: Support and Development
Topic: Scaling to lowest "native" resolution with Gamera and LightWorld
Replies: 2
Views: 966

Scaling to lowest "native" resolution with Gamera and LightWorld

Hi there! I'm doing low-res pixel art game and I want it to scale nicely on all monitors, with lowest possible resolution for a given monitor without image stretching. I'm using Gamera library for camera handling ( https://github.com/kikito/gamera ) and Light_World (aka. Light vs. Shadow v2) library...
by 0x29a
Sun Nov 06, 2016 6:19 pm
Forum: Support and Development
Topic: Orhographic to Isometric coordinates
Replies: 1
Views: 638

Orhographic to Isometric coordinates

Hi there! I'm having trouble with translating tile coordinates from 2D table to screen X,Y values. Table I have represents a dungeon, like in a roguelike game. It has regular Map[rows][columns] structure, with each field representing either floor tile, a wall, or something else. I'm using diamond-sh...
by 0x29a
Thu Oct 27, 2016 8:55 pm
Forum: Support and Development
Topic: [SOLVED] light_world.lua incorrect lighting direction
Replies: 12
Views: 2348

Re: light_world.lua incorrect lighting direction

Hi, actually I tried it out right now. As it turns out, Slime was right! vec3 normal = normalize(vec3(normalColor.r,invert_normal ? 1 - normalColor.g : normalColor.g, normalColor.b) * 2.0 - 1.0); swapped with vec3 normal = normalize(vec3(normalColor.r,invert_normal ? normalColor.g : 1 - normalColor....
by 0x29a
Thu Oct 27, 2016 8:48 pm
Forum: Support and Development
Topic: [SOLVED] light_world.lua incorrect lighting direction
Replies: 12
Views: 2348

Re: light_world.lua incorrect lighting direction

I'll try it tomorrow again and I'll report back if that was the case
by 0x29a
Thu Oct 27, 2016 6:45 pm
Forum: Support and Development
Topic: [SOLVED] light_world.lua incorrect lighting direction
Replies: 12
Views: 2348

Re: light_world.lua incorrect lighting direction

Do you happen to know how to do it? I'd be forever in your debt. I've tried reading shader's code, but it's very opaque to me... https://github.com/tanema/light_world.lua/blob/master/lib/shaders/shadow.glsl << I believe it might be that thing. // if not on the normal map draw attenuated shadows if(n...
by 0x29a
Thu Oct 27, 2016 4:52 pm
Forum: Support and Development
Topic: [SOLVED] light_world.lua incorrect lighting direction
Replies: 12
Views: 2348

Re: light_world.lua incorrect lighting direction

Thanks, but I've tried it out already...

From what I get is that "invert normals" should give normal maps "concave' or "sunken" look instead of regular "convex" or "bulging" effect. I may be wrong, but I'm pretty much sure about that.
by 0x29a
Thu Oct 27, 2016 5:55 am
Forum: Support and Development
Topic: [SOLVED] light_world.lua incorrect lighting direction
Replies: 12
Views: 2348

Re: light_world.lua incorrect lighting direction

I'm using 10.x
light_world library is a re-write of light_vs_shadow library. It's for 10.x, but it's predecessor was for 9.x series.

Also, very good hint. It very well might be that issue.
by 0x29a
Wed Oct 26, 2016 6:24 pm
Forum: Support and Development
Topic: [SOLVED] light_world.lua incorrect lighting direction
Replies: 12
Views: 2348

Re: light_world.lua incorrect lighting direction

Hi there! No, shadows are not a problem. Problem is that textures are enlightened from the wrong side. Look closer: With Light vs Shadow [upper screen] little blobs are brighter near the source of light and darker farther away. Also, blobs with Y-axis value lower than light source Y-axis value ("abo...
by 0x29a
Wed Oct 26, 2016 4:39 pm
Forum: Support and Development
Topic: [SOLVED] light_world.lua incorrect lighting direction
Replies: 12
Views: 2348

[SOLVED] light_world.lua incorrect lighting direction

Hi there! Is anyone using LightWorld implementation of Light vs Shadow library? ( https://github.com/tanema/light_world.lua ) I expected this effect: http://onepixelahead.de/love2d_polyshadow7.png Instead, I got https://i.imgsafe.org/0f581878af.png Which is exactly opposite result to what I expected...