Issues with Light radius

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Post » Fri May 06, 2016 10:15 pm

Hie everyone,
I can't understand why the light radius effect in order to create penumbra really doesn't work..

thanks a lot...
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Post » Fri May 05, 2017 11:12 pm

I'm having a bit of an issue with this, too. Upon the original unveiling of the light/shadow caster feature (which I loved!), I seem to recall being able to create penumbras as well. I've reviewed both manual entries for the light object and the shadow caster behavior, but I can't get penumbras to appear (it might be the limitations of my computer...which is why I can't load the new Construct 3...

A test site reveals that I can run WebGL 1, but WebGL 2 is possible to run on my computer but is either disabled or my processor (I don't have a dedicated graphics card on this laptop) isn't able to run it.

Simply looking for more info that might help solve this issue. Anything I'm overlooking?
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Post » Fri May 05, 2017 11:48 pm

Outside of what is stated in the manual, can't help without seeing an example of what you've done. It works fine for me.

Penumbra rendering only works in WebGL mode - in canvas2d mode it will revert to a radius of 0 with hard-edged shadows.

The shadow casters can only use convex collision polygons. Shadows will not render correctly if they use concave polygons. If you need a concave shape, this can always be achieved by placing multiple shadow caster objects next to each other to compose a concave shape out of convex parts.

Antumbras (beyond where the umbra converges to a point) are not rendered. To avoid the umbra converging to a point on-screen, avoid using shadow casters smaller than the light radius. Stick to large shadow casters and a small light radius.

When using a light radius, avoid placing the light very close to or directly over a shadow caster. Shadows can fail to render correctly in these circumstances.


Maybe you need a bigger light radius?
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