Comments (2)
Old issue but I was struggling with the same thing. Noticed there was a closed issue that I assume is related to this one that was (kinda) resolved. #16
I've only tested the DesktopGL version where this setting still renders shadows on partially blocked hulls, which I assume is expected and what I have to work around on in my project.
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I sort of moved on with other stuff. Then I ran into this problem again. Went on to check existing issues just to find this issue posted by myself.
Solution above sort of worked, but aside from problem above, it also messes up a lot of my "2.5D light"
So for now I will probably just stick to lights magically illuminating walls behind walls 😅
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Related Issues (20)
- Support for MonoGame 3.7.1 HOT 5
- No lights drawn on WindowsDX HOT 3
- Tweak color of unlit areas
- How to use it within a tileengine?
- [Question]: Is there a way to detect which hulls are affected by light? HOT 3
- Visual artifact
- Stretching viewport to window bounds
- Not Updating on Hull removal. HOT 8
- [Question]: Is there a way I can change the layer depth at which individual shadows are cast? HOT 2
- Support MonoGame 3.8 HOT 5
- Installing Penumbra HOT 5
- Normal map support HOT 1
- Transforming Penumbra with Camera? HOT 2
- FNA-XNA Support?
- Smaller Render Targets
- Support for MonoGame 3.8.1 HOT 3
- Limit the penumbra effect to a specific area? HOT 2
- Drawing non-affected Elements like in HelloPenumbra doesn't seem to work
- NOT AN ISSUE - Thanks to project owner.
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