Comments (2)
The library is currently strictly 2D only - there is no notion of light's height (or depth, depending on the perspective).
I have fiddled around with some 3D properties for features such as normal-mapped lighting, but for simplicity decided not to go down that route. Such texture shearing (shadow mapping) seems to fall into the same category. I don't have enough experience to know how other 2D lighting systems solve such problems. I would probably use a 3D system instead - even if dealing with a 2D game.
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I see. For other 2D lighting system, there are not so much (one I know about is Krypton) and if it comes to migrate to a 3D system, it would be silly as it is very complicated (deferred rendering and shadow mapping stuff, HLSL limitations in instructions count, platforms compatibility, etc.)
I just thought shearing a given texture wouldn't be too hard but add a little more realism in quite common cases.
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Related Issues (20)
- Penumbra with RenderTarget2D and PointClamp sampler state HOT 2
- PointClamp Penumbra and RenderTarget2D again.. HOT 2
- 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
- Occluded ShadowType working incorrectly? HOT 2
- 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
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