Comments (8)
It's been a while since I used this library, so I don't remember exactly how it works, but essentially depending on whether you draw your objects before or after the shadows determines whether or not they are hidden by shadows.
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Also having this problem, see image. It's a shame since this lib looks good :(
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Hm, works fine for me, but I want to see the bodies! Any way to reproduce?
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@Guard13007 that is fair.. but surely the lib should handle that?
Would I have to rewrite parts of it? I must admit, last time I looked at it I found it a bit confusing lol.
Any pointers?
@egordorichev Can we see a screenshot of it working for you? As my screenshot is using it out the box.
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Yeah this library is a light model and not something that culls objects. Also you might try to turn the ambient color completely black to mimic not drawing objects, however choosing to draw and not draw something is not the task of this library and is part of your own game code. Feel free to fork and alter.
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from light_world.lua.
@zell2002 Sorry, can't say much as I haven't worked with it in a long time. Been busy with projects not using lighting.
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Is this using the same library? Did you have to change the code/world config?
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Related Issues (20)
- Changelog required
- Shaders on Android HOT 29
- This library take up too much memory HOT 6
- [solved] Incorrect Y-axis lighting
- main.lua file which run all examples is not working HOT 2
- Incorrect normal map vertically HOT 2
- Extremely low performance HOT 4
- rotation? HOT 5
- lightworld rotation scaling issues (lights will not rotate) HOT 3
- body:isInShadow() method
- Game crashes after a few seconds HOT 1
- Z axis for Body
- Strange glitch
- Android: Cannot compile pixel shader code. HOT 1
- Update for latest lรถve version (11.1) HOT 3
- phosphor.glsl cannot be loaded HOT 1
- Any way to do pixelated shadows? HOT 1
- :setVisible() not functioning
- Shadow calculation falloff - options or intended behavior?
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