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  • Heightmap generation

    - by Ziaix
    I want to implement something like this to create a heightmap: 'Place a group of coordinates evenly across a map, and give them height values within a certain range. Repeatedly create coordinates between all of those coordinates, setting their height by deriving a value that was a mean value of all the surrounding coordinates.' However, I'm not sure how I would go about it - I'm not sure how I could code the part where I place the coordinates in between the existing coordinates. Can anyone give any help/advice?

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  • XNA `tex2Dlod` always returns transparent black

    - by feralin
    I want to sample a texture in a vertex shader, so at first I just tried using float2 texcoords = ...; color = tex2D(texture, texcoords); But apparently I cannot use tex2D in a vertex shader, and must use tex2Dlod. So then I changed the above code to color = tex2Dlod(texture, float4(texcoords, 0, 0)); But now color is always float4(0, 0, 0, 0) (i.e. transparent black). Why is this, and how can I fix it? EDIT: I know for a fact that the texture does not contain just transparent black pixels.

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  • Java Slick2d - How to translate mouse coordinates to world coordinates

    - by Corey
    I am translating in my main class render. How do I get the mouse position where my mouse actually is after I scroll the screen public void render(GameContainer gc, Graphics g) throws SlickException { float centerX = 800/2; float centerY = 600/2; g.translate(centerX, centerY); g.translate(-player.playerX, -player.playerY); gen.render(g); player.render(g); } playerX = 800 /2 - sprite.getWidth(); playerY = 600 /2 - sprite.getHeight(); Image to help with explanation I tried implementing a camera but it seems no matter what I can't get the mouse position. I was told to do this worldX = mouseX + camX; but it didn't work the mouse was still off. Here is my Camera class if that helps: public class Camera { public float camX; public float camY; Player player; public void init() { player = new Player(); } public void update(GameContainer gc, int delta) { Input input = gc.getInput(); if(input.isKeyDown(Input.KEY_W)) { camY -= player.speed * delta; } if(input.isKeyDown(Input.KEY_S)) { camY += player.speed * delta; } if(input.isKeyDown(Input.KEY_A)) { camX -= player.speed * delta; } if(input.isKeyDown(Input.KEY_D)) { camX += player.speed * delta; } } Code used to convert mouse worldX = (int) (mouseX + cam.camX); worldY = (int) (mouseY + cam.camY);

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  • How to get the path of a file after publishing my game

    - by NDraskovic
    I made a "game" for a college project that reads data from .txt file at startup and draws some models according to the data in that file. This is the code I use using (StreamReader sr = new StreamReader(@"C:\Users\User\Desktop\Linije.txt")) { String linija; while ((linija = sr.ReadLine()) != null) { red = linija.Split(','); model = red[0]; x = red[1]; y = red[2]; z = red[3]; elementi.Add(Convert.ToInt32(model)); podatci.Add(new Vector3(Convert.ToSingle(x),Convert.ToSingle(y),Convert.ToSingle(z))); } } As you see, this code fills some variables that are then used to define the model that will be drawn and the coordinates where it will be drawn. The problem that I'm having is that I don't know how to distribute that file to other computers (obviously on another computer it would have another path)? Do you have some advices on how to do this? P.S I tried to put it in the Content and set the Build Action on None, and I can see the file in the content directory, but when I change it, nothing happens (the models don't change as they should)

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  • Dynamically creating astar node map by triangular polygonal map

    - by jett
    My game's map format uses a bunch of triangles to make up the platforms and terrain in 2d. Right now I can set up a 2d array of nodes for the astar algorithm that basically is a bunch of rectangles across the maps x and y that can be set to "wall" if the a* algorithm should try to go around it. However I want a function in the map loader to create the node overlay if the nodes are not specified. I was thinking if more than n percent of the a* rectangle overlaid on map was filled by polygons I could mark that entry in the array as "wall". However I'm stuck on how to do this(or even start) where/when the triangles can be overlapping and also of variable size.

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  • Game based on Ajax polling for 12 players

    - by Azincourt
    I am planning on writing a small browser game. The webserver is a shared server, with no root / install possible. I want to use AJAX for client/server communication. There will be 12 players. So each player would be polling the server for the current game status every X milliseconds (let's say 200ms). So that would be 200ms x 12 players x 5 = 60 requests per second Can Apache handle those requests? What might be the bottlenecks when using this attempt?

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  • How can I write only to the stencil buffer in OpenGL ES 2.0?

    - by stephelton
    I'd like to write to the stencil buffer without incurring the cost of my expensive shaders. As I understand it, I write to the stencil buffer as a 'side effect' of rendering something. In this first pass where I write to the stencil buffer, I don't want to write anything to the color or depth buffer, and I definitely don't want to run through my lighting equations in my shaders. Do I need to create no-op shaders for this (and can I just discard fragments), or is there a better way to do this? As the title says, I'm using OpenGL ES 2.0. I haven't used the stencil buffer before, so if I seem to be misunderstanding something, feel free to be verbose.

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  • Performance of pixel shaders vs. SpriteBatch: XNA

    - by ashes999
    Precondition: I read this question/answer about using shaders, or spritebatch, to render and mark a sprite. I need to do something like that. I also have a 2D lighting PoC which I need to write. The way it will work will basically be something like: Draw all the sprites Draw lighting gradients to create a lighting texture Multiply/add the lighting texture to achieve different effects (I use multiple passes of add/multiply the lighting texture to achieve different effects.) My question is really about a generalization: can I say with certainty that pixel shaders are always faster than adding/multiplying textures to the SpriteBatch? Or that adding/multiplying is always faster? Or if it's not generalizable, how do I decide which approach to take, given that I can probably code either of them? (If it matters, I'm using MonoGame 3.0 beta for Windows games)

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  • 2D animation example in pyglet (python) looping through 2 images/sprites every x seconds

    - by Bentley4
    Suppose you have two images: step1.png and step2.png . Can anyone show me a very simple example in pyglet how to loop through those 2 images say every 0.5 seconds? The character doesn't have to move, just a simple black screen with a fixed region wherein the two images continually change every 0.5 secs. I know how to make a character move, shoot projectiles etc. but I just can't figure out how to control the looping speed of the images.

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  • how should I network my turn based game?

    - by ddriver1
    I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use kyronet for the networking api. I want the game to be networked, but I do not know how I should go about it. My current idea is to connect two users together, and the first one to join the game becomes the game host, while the other becomes the client. However after reading http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ it seems my game would be suited to a peer to peer lockstep model. Would that make programming the networking side much easier? Any suggestions on how I should structure my networking would be greatly appreciated

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  • using Unity Android In a sub view and add actionbar and style

    - by aeroxr1
    I exported a simple animation from Unity3D (version 4.5) in android project. With eclipse I modified the manifest and added another activity. In this activity I put a button that it makes start the animation,and this is the result. The action bar appear in the main activity but it doesn't in the unity's activity :( How can I add the action bar and the style of the first activity to unity's animation activity ? This is the unity's activity's code : package com.rabidgremlin.tut.redcube; import android.app.NativeActivity; import android.content.res.Configuration; import android.graphics.PixelFormat; import android.os.Bundle; import android.view.KeyEvent; import android.view.MotionEvent; import android.view.View; import android.view.ViewGroup; import android.view.Window; import android.view.WindowManager; import com.unity3d.player.UnityPlayer; public class UnityPlayerNativeActivity extends NativeActivity { protected UnityPlayer mUnityPlayer; // don't change the name of this variable; referenced from native code // Setup activity layout @Override protected void onCreate (Bundle savedInstanceState) { //requestWindowFeature(Window.FEATURE_NO_TITLE); super.onCreate(savedInstanceState); getWindow().takeSurface(null); //setTheme(android.R.style.Theme_NoTitleBar_Fullscreen); getWindow().setFormat(PixelFormat.RGB_565); mUnityPlayer = new UnityPlayer(this); /*if (mUnityPlayer.getSettings ().getBoolean ("hide_status_bar", true)) getWindow ().setFlags (WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); */ setContentView(mUnityPlayer); mUnityPlayer.requestFocus(); } // Quit Unity @Override protected void onDestroy () { mUnityPlayer.quit(); super.onDestroy(); } // Pause Unity @Override protected void onPause() { super.onPause(); mUnityPlayer.pause(); } // eliminiamo questa onResume() e proviamo a modificare la onResume() // Resume Unity @Override protected void onResume() { super.onResume(); mUnityPlayer.resume(); } // inseriamo qualche modifica qui // This ensures the layout will be correct. @Override public void onConfigurationChanged(Configuration newConfig) { super.onConfigurationChanged(newConfig); mUnityPlayer.configurationChanged(newConfig); } // Notify Unity of the focus change. @Override public void onWindowFocusChanged(boolean hasFocus) { super.onWindowFocusChanged(hasFocus); mUnityPlayer.windowFocusChanged(hasFocus); } // For some reason the multiple keyevent type is not supported by the ndk. // Force event injection by overriding dispatchKeyEvent(). @Override public boolean dispatchKeyEvent(KeyEvent event) { if (event.getAction() == KeyEvent.ACTION_MULTIPLE) return mUnityPlayer.injectEvent(event); return super.dispatchKeyEvent(event); } // Pass any events not handled by (unfocused) views straight to UnityPlayer @Override public boolean onKeyUp(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onKeyDown(int keyCode, KeyEvent event) { return mUnityPlayer.injectEvent(event); } @Override public boolean onTouchEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } /*API12*/ public boolean onGenericMotionEvent(MotionEvent event) { return mUnityPlayer.injectEvent(event); } } And this is the AndroidManifest.xml android:versionCode="1" android:versionName="1.0" > <!-- android:theme="@android:style/Theme.NoTitleBar"--> <supports-screens android:anyDensity="true" android:largeScreens="true" android:normalScreens="true" android:smallScreens="true" android:xlargeScreens="true" /> <application android:icon="@drawable/app_icon" android:label="@string/app_name" android:theme="@android:style/Theme.Holo.Light" > <activity android:name="com.rabidgremlin.tut.redcube.UnityPlayerNativeActivity" android:configChanges="mcc|mnc|locale|touchscreen|keyboard|keyboardHidden|navigation|orientation|screenLayout|uiMode|screenSize|smallestScreenSize|fontScale" android:label="@string/app_name" android:screenOrientation="portrait" > <!--android:launchMode="singleTask"--> <meta-data android:name="unityplayer.UnityActivity" android:value="true" /> <meta-data android:name="unityplayer.ForwardNativeEventsToDalvik" android:value="false" /> </activity> <activity android:name="com.rabidgremlin.tut.redcube.MainActivity" android:label="@string/title_activity_main" > <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> </intent-filter> </activity> </application> <uses-sdk android:minSdkVersion="17" android:targetSdkVersion="19" /> <uses-feature android:glEsVersion="0x00020000" /> </manifest>

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  • Morph a sphere to a cube and a cube to a sphere with GLSL

    - by nkint
    I'm getting started with GLSL with quartz composer. I have a patch with a particle system in which each particle is mapped into a sphere with a blend value. With blend=0 particles are in random positions, blend=1 particles are in the sphere. The code is here: vec3 sphere(vec2 domain) { vec3 range; range.x = radius * cos(domain.y) * sin(domain.x); range.y = radius * sin(domain.y) * sin(domain.x); range.z = radius * cos(domain.x); return range; } // in main: vec2 p0 = gl_Vertex.xy * twopi; vec3 normal = sphere(p0);; vec3 r0 = radius * normal; vec3 vertex = r0; normal = normal * blend + gl_Normal * (1.0 - blend); vertex = vertex * blend + gl_Vertex.xyz * (1.0 - blend); I'd like the particle to be on a cube if blend=0 I've tried to find but I can't figure out some parametric equation for the cube. Maybe it is not the right way?

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  • Sprite sheet generator

    - by Andrea Tucci
    I need to generate a sprite sheet with squared sprite for a 2D game. How can I generate a sprite sheet where each frame has x = y? The only think I have to do is to "insert" some blank space between sprites (in case y were x in the original sprite). Is there any program that I can use to trasform "irregular" sprite sheets to "squared" sprite sheets? An example of non-squared sprite sheet: http://spriters-resource.com/gameboy_advance/khcom/sheet/1138

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  • java slick2D - problem using ScalableGame class

    - by nellykvist
    I have problem adjusting the size of the screen, using the ScalableGame class from Slick2D library. So, what I want to achieve, whenever I change display size, background should adjust to screen size, and objects (images, grahpic shapes) should fit (scale). Alright, so this is how state looks by default. I can change screen size, but images and graphic shapes does not appGameContainer = new AppGameContainer(     new ScalableGame(new AppStateController(), Settings.video.getWidth(), Settings.video.getHeight(), true) ); appGameContainer.setDisplayMode(Settings.video.getWidth(), Settings.video.getHeight(), Settings.video.isFullScreen()); appGameContainer.start(); If I assign to width/height +100, ScalableGame constructor: appGameContainer = new AppGameContainer(     new ScalableGame(new AppStateController(), Settings.video.getWidth() + 100, Settings.video.getHeight() + 100, true) ); appGameContainer.setDisplayMode(Settings.video.getWidth(), Settings.video.getHeight(), Settings.video.isFullScreen()); appGameContainer.start(); If I assign to width/height +100, to display: appGameContainer = new AppGameContainer(     new ScalableGame(new AppStateController(), Settings.video.getWidth(), Settings.video.getHeight(), true) ); appGameContainer.setDisplayMode(Settings.video.getWidth() + 100, Settings.video.getHeight() + 100, Settings.video.isFullScreen()); appGameContainer.start();

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  • How to do the Geometry Wars gravity well effect

    - by Mykel Stone
    I'm not talking about the background grid here, I'm talking about the swirly particles going around the Gravity Wells! I've always liked the effect and decided it'd be a fun experiment to replicate it, I know GW uses Hooke's law all over the place, but I don't think the Particle-to-Well effect is done using springs, it looks like a distance-squared function. Here is a video demonstrating the effect: http://www.youtube.com/watch?v=YgJe0YI18Fg I can implement a spring or gravity effect on some particles just fine, that's easy. But I can't seem to get the effect to look similar to GWs effect. When I watch the effect in game it seems that the particles are emitted in bunches from the Well itself, they spiral outward around the center of the well, and eventually get flung outward, fall back towards the well, and repeat. How does he make the particles spiral outward when spawned? How does he keep the particle bunches together when near the Well but spread away from each other when they're flung outward? How does he keep the particles so strongly attached to the Well?

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  • Calculating Delta time , what is wrong?

    - by SteveL
    For 2 days now i am trying to calculate the correct delta time for my game , I am starting to getting crazy since i tried all the solutions that i found on the 5 first google pages... What is wrong? I cant get the correct delta time ,whatever i tried is just not working , the delta goes from 1 to 4 and then back 1 and then to 3 even if i take the averange delta between many frames.Plus the game runs way much faster(i mean the movement) on slow devices than in fast. The game runs on android so the spikes between frames are expected. My code is this: void Game::render() { timesincestart=getTimeMil(); _director->Render(); _director->Update(); float dif=(getTimeMil()-timesincestart);//usally its about 5 milliseconds lastcheck++; sumdelta+=dif; if(lastcheck>20) { sumdelta=sumdelta/20; delta=sumdelta; sumdelta=0; lastcheck=0; } LOGI("delta:%f",delta); }

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  • Questions about an Engine Java

    - by CJ Sculti
    so I am going to start developing Java games (3D) but I have a few questions. So I dont know if I should use an engine or make my own. I feel like I am "cheating" if I use an engine to make my game. Is it frowned upon in the game developing world? What are some advantages and disadvantages to using an engine for my game and is it really that much harder to make my own engine? I know that engines have built in models and textures with easy drag and drop interfaces, would I have any of that if I were to code my own engine? Thanks guys.

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  • Triangle Line-Segment Intersection - detecting near misses

    - by Will
    A ray is a very poor approximation of a player! I think approximating a player with a sphere traveling a straight line each game tick will solve my problems of the player intersecting edges of scenery because their line segment missed it yet their own model is not infinitely thin... I have a 3D triangle and a line segment. I have the normal triangle-line-segment intersection code which I admit I have only a woolly grasp of. To model movement and compute collisions of the player I have to determine if a line passes within sphere-radius of a triangle. But I can find no convenient line near-miss intersection code! Here's the classic triangle intersection ### commented ### code with my starting assumptions: function triangle_ray_intersection(a,b,c,ray_origin,ray_dir,ray_radius) { // http://softsurfer.com/Archive/algorithm_0105/algorithm_0105.htm#intersect_RayTriangle%28%29 // get triangle edge vectors and plane normal var u = vec3_sub(b,a); var v = vec3_sub(c,a); var n = vec3_cross(u,v); if(n[0]==0 && n[1]==0 && n[2]==0) return null; // triangle is degenerate var w0 = vec3_sub(ray_origin,a); var j = vec3_dot(n,ray_dir); if(Math.abs(j) < 0.00000001) { //### if parallel, might still pass within ray_radius of it return null; // parallel, disjoint or on plane } var i = -vec3_dot(n,w0); // get intersect point of ray with triangle plane var k = i / j; if(k < 0.0) return null; // ray goes away from triangle //### as its a line segment, k > 1+ray_radius means no intersect var hit = vec3_add(ray_origin,vec3_scale(ray_dir,k)); // intersect point of ray and plane // is I inside T? //### here I'm a bit lost; this is presumably computing barycentric coordinates? var uu = vec3_dot(u,u); var uv = vec3_dot(u,v); var vv = vec3_dot(v,v); var w = vec3_sub(hit,a); var wu = vec3_dot(w,u); var wv = vec3_dot(w,v); var D = uv * uv - uu * vv; var s = (uv * wv - vv * wu) / D; //### therefore, compute if its within ray_radius scaled to the 0..1 of barycentric coordinates? if(s<0.0 || s>1.0) return null; // I is outside T var t = (uv * wu - uu * wv) / D; if(t<0.0 || (s+t)>1.0) return null; // I is outside T //### finally, if it passses a barycentric test it might still be too far //### to a point; must check that its distance from a corner is within ray_radius too if more than one barycentric coord is >1 //### so we have rounded corners... return [hit,n]; // I is in T } Given the distance between the point of plane intersection and each corner, I ought to be able to determine distance at world scale of how far beyond the edge - beyond 1.0 in barycentric coordinates for each axis - that point is... At this point my head explodes! Is this the right track? What's the actual code? UPDATE: you can earn 100 pts on SO if you answer this question there...! How can you determine if a line segment passes within some distance of a triangle?

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  • Marketing iOS games (and other mobile platforms)

    - by MrDatabase
    I'd like to market my existing and/or upcoming mobile games. Specifically I want to have a "revenue sharing" agreement w/ the "marketing company"... i.e. I don't want to pay anything up front... and I'm will to give the marketing company a sizable chunk of the revenue (say up to 50%). Is a publisher the only entity that does this? Or do marketing companies exist that would be interested in this type of arrangement?

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  • LibGDX tutorial help Scene2D

    - by BluFire
    I'm having trouble understanding this tutorial. It defines the importance of classes, but it doesn't show an outline of the project file so far. From what I got from that tutorial was that there is a stage and actors. Stage would be the static parts of the game, while the actors are the ones moving. After that I got confused with the drawing method. I tried modifying it so I can draw a shape, but it wouldn't work. How, if possible, would I create sprites using LibGDX's scene2d?

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  • Developing for iOS on Linux

    - by Jay
    I am looking for an engine or library to develop a game for iOS on Linux. High level, low level, GUI, no GUI, does not matter too much. I am really looking for anything. I'm not actually talking about deploying to iOS from Linux or anything like. I just want to do the bulk of the work on Linux, with minimal changes required to run it on iOS. Edit: YES, I do have access to a Mac, but it is limited. So I want to be able to work on the project on my regular Ubuntu box. Also, I am in the paid developer program, so I can deploy to iOS devices from the Mac.

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  • Camera rotation - First Person Camera using GLM

    - by tempvar
    I've just switched from deprecated opengl functions to using shaders and GLM math library and i'm having a few problems setting up my camera rotations (first person camera). I'll show what i've got setup so far. I'm setting up my ViewMatrix using the glm::lookAt function which takes an eye position, target and up vector // arbitrary pos and target values pos = glm::vec3(0.0f, 0.0f, 10.0f); target = glm::vec3(0.0f, 0.0f, 0.0f); up = glm::vec3(0.0f, 1.0f, 0.0f); m_view = glm::lookAt(pos, target, up); i'm using glm::perspective for my projection and the model matrix is just identity m_projection = glm::perspective(m_fov, m_aspectRatio, m_near, m_far); model = glm::mat4(1.0); I send the MVP matrix to my shader to multiply the vertex position glm::mat4 MVP = camera->getProjection() * camera->getView() * model; // in shader gl_Position = MVP * vec4(vertexPos, 1.0); My camera class has standard rotate and translate functions which call glm::rotate and glm::translate respectively void camera::rotate(float amount, glm::vec3 axis) { m_view = glm::rotate(m_view, amount, axis); } void camera::translate(glm::vec3 dir) { m_view = glm::translate(m_view, dir); } and i usually just use the mouse delta position as the amount for rotation Now normally in my previous opengl applications i'd just setup the yaw and pitch angles and have a sin and cos to change the direction vector using (gluLookAt) but i'd like to be able to do this using GLM and matrices. So at the moment i have my camera set 10 units away from the origin facing that direction. I can see my geometry fine, it renders perfectly. When i use my rotation function... camera->rotate(mouseDeltaX, glm::vec3(0, 1, 0)); What i want is for me to look to the right and left (like i would with manipulating the lookAt vector with gluLookAt) but what's happening is It just rotates the model i'm looking at around the origin, like im just doing a full circle around it. Because i've translated my view matrix, shouldn't i need to translate it to the centre, do the rotation then translate back away for it to be rotating around the origin? Also, i've tried using the rotate function around the x axis to get pitch working, but as soon as i rotate the model about 90 degrees, it starts to roll instead of pitch (gimbal lock?). Thanks for your help guys, and if i've not explained it well, basically i'm trying to get a first person camera working with matrix multiplication and rotating my view matrix is just rotating the model around the origin.

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  • How do I install an equalizer in Rhythmbox?

    - by sayth
    Previous I have never used rhythmbox by default because it seemed to be lacking in features to me. Just my personal opinion. With rhythmbox back in 12.04 will ubuntu give it some attention to give it some usability one thing that was majorly missing on my last use of rhythmbox was an equalizer which is the most basic of requirements for an audio player let alone a preamp. I have searched and found that on the rhythmbox website the plugin is available but in the plugins menu of rhythmbox it is not there. I searched google and there are many guides from 2009 trying to install the equalizer. there is nothing recent and one would assume this would be a default plugin, there is no point after all searching for cover art if your music doesn't sound right. How can I easily install the equalizer in 12.04?

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  • Deferred rendering with VSM - Scaling light depth loses moments

    - by user1423893
    I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light Space -> Shadow Map Space] // Transform the surface into light space and project // NB: Could be done in the vertex shader, but doing it here keeps the // "light shader" abstraction and doesn't limit the number of shadowed lights float4x4 LightViewProjection = mul(LightView, LightProjection); float4 surf_tex = mul(position, LightViewProjection); // Re-homogenize // 'w' component is not used in later calculations so no need to homogenize (it will equal '1' if homogenized) surf_tex.xyz /= surf_tex.w; // Rescale viewport to be [0,1] (texture coordinate system) float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = -surf_tex.y * 0.5f + 0.5f; // Half texel offset //shadow_tex += (0.5 / 512); // Scaled distance to light (instead of 'surf_tex.z') float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; //float rescaled_dist_to_light = surf_tex.z; // [Variance Shadow Map Depth Calculation] // No filtering float2 moments = tex2D(ShadowSampler, shadow_tex).xy; // Flip the moments values to bring them back to their original values moments.x = 1.0 - moments.x; moments.y = 1.0 - moments.y; // Compute variance float E_x2 = moments.y; float Ex_2 = moments.x * moments.x; float variance = E_x2 - Ex_2; variance = max(variance, Bias.y); // Surface is fully lit if the current pixel is before the light occluder (lit_factor == 1) // One-tailed inequality valid if float lit_factor = (rescaled_dist_to_light <= moments.x - Bias.x); // Compute probabilistic upper bound (mean distance) float m_d = moments.x - rescaled_dist_to_light; // Chebychev's inequality float p = variance / (variance + m_d * m_d); p = ReduceLightBleeding(p, Bias.z); // Adjust the light color based on the shadow attenuation shadow *= max(lit_factor, p); This is what I know for certain so far: The lighting is correct if I do not try and calculate the shadow term. (No shadows) The shadow term is correct when calculated using forward rendered lighting. (VSM works with forward rendered lights) With the current rescaled light distance (lightAttenuation.y is the far plane value): float rescaled_dist_to_light = dist_to_light / LightAttenuation.y; The light is correct and the shadow appears to be zoomed in and misses the blurring: When I do not rescale the light and use the homogenized 'surf_tex': float rescaled_dist_to_light = surf_tex.z; the shadows are blurred correctly but the lighting is incorrect and the cube model is no longer lit Why is scaling by the far plane value (LightAttenuation.y) zooming in too far? The only other factor involved is my world pixel position, which is calculated as follows: // [Position] float4 position; // [Screen Position] position.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above position.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component position.z = 1.0 - position.z; position.w = 1.0; // 1.0 = position.w / position.w // [World Position] position = mul(position, CameraViewProjectionInverse); // Re-homogenize position (xyz AND w, otherwise shadows will bend when camera is close) position.xyz /= position.w; position.w = 1.0; Using the inverse matrix of the camera's view x projection matrix does work for lighting but maybe it is incorrect for shadow calculation? EDIT: Light calculations for shadow including 'dist_to_light' // Work out the light position and direction in world space float3 light_position = float3(LightViewInverse._41, LightViewInverse._42, LightViewInverse._43); // Direction might need to be negated float3 light_direction = float3(-LightViewInverse._31, -LightViewInverse._32, -LightViewInverse._33); // Unnormalized light vector float3 dir_to_light = light_position - position; // Direction from vertex float dist_to_light = length(dir_to_light); // Normalise 'toLight' vector for lighting calculations dir_to_light = normalize(dir_to_light); EDIT2: These are the calculations for the moments (depth) //============================================= //---[Vertex Shaders]-------------------------- //============================================= DepthVSOutput depth_VS( float4 Position : POSITION, uniform float4x4 shadow_view, uniform float4x4 shadow_view_projection) { DepthVSOutput output = (DepthVSOutput)0; // First transform position into world space float4 position_world = mul(Position, World); output.position_screen = mul(position_world, shadow_view_projection); output.light_vec = mul(position_world, shadow_view).xyz; return output; } //============================================= //---[Pixel Shaders]--------------------------- //============================================= DepthPSOutput depth_PS(DepthVSOutput input) { DepthPSOutput output = (DepthPSOutput)0; // Work out the depth of this fragment from the light, normalized to [0, 1] float2 depth; depth.x = length(input.light_vec) / FarPlane; depth.y = depth.x * depth.x; // Flip depth values to avoid floating point inaccuracies depth.x = 1.0f - depth.x; depth.y = 1.0f - depth.y; output.depth = depth.xyxy; return output; } EDIT 3: I have tried the folloiwng: float4 pp; pp.xy = input.PositionClone.xy; // Use 'x' and 'y' components already homogenized for uv coordinates above pp.z = tex2D(DepthSampler, texCoord).r; // No need to homogenize 'z' component pp.z = 1.0 - pp.z; pp.w = 1.0; // 1.0 = position.w / position.w // Determine the depth of the pixel with respect to the light float4x4 LightViewProjection = mul(LightView, LightProjection); float4x4 matViewToLightViewProj = mul(CameraViewProjectionInverse, LightViewProjection); float4 vPositionLightCS = mul(pp, matViewToLightViewProj); float fLightDepth = vPositionLightCS.z / vPositionLightCS.w; // Transform from light space to shadow map texture space. float2 vShadowTexCoord = 0.5 * vPositionLightCS.xy / vPositionLightCS.w + float2(0.5f, 0.5f); vShadowTexCoord.y = 1.0f - vShadowTexCoord.y; // Offset the coordinate by half a texel so we sample it correctly vShadowTexCoord += (0.5f / 512); //g_vShadowMapSize This suffers the same problem as the second picture. I have tried storing the depth based on the view x projection matrix: output.position_screen = mul(position_world, shadow_view_projection); //output.light_vec = mul(position_world, shadow_view); output.light_vec = output.position_screen; depth.x = input.light_vec.z / input.light_vec.w; This gives a shadow that has lots surface acne due to horrible floating point precision errors. Everything is lit correctly though. EDIT 4: Found an OpenGL based tutorial here I have followed it to the letter and it would seem that the uv coordinates for looking up the shadow map are incorrect. The source uses a scaled matrix to get the uv coordinates for the shadow map sampler /// <summary> /// The scale matrix is used to push the projected vertex into the 0.0 - 1.0 region. /// Similar in role to a * 0.5 + 0.5, where -1.0 < a < 1.0. /// <summary> const float4x4 ScaleMatrix = float4x4 ( 0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.5, 0.5, 0.5, 1.0 ); I had to negate the 0.5 for the y scaling (M22) in order for it to work but the shadowing is still not correct. Is this really the correct way to scale? float2 shadow_tex; shadow_tex.x = surf_tex.x * 0.5f + 0.5f; shadow_tex.y = surf_tex.y * -0.5f + 0.5f; The depth calculations are exactly the same as the source code yet they still do not work, which makes me believe something about the uv calculation above is incorrect.

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