Shadowlight v Tilemap render bug

Bugs will be moved here once resolved.

Post » Sat Jun 18, 2016 1:22 pm

Problem Description
Tilemaps with shadowcaster behavior cast incorrect shadows with artifacts.

Attach a Capx
capx

Description of Capx
Simple tilemap with solid and shadowcaster behaviours. The shadowlight object and glow/mask object are both moved to a player sprite that can be moved using the platform behaviour. The shadowlight height is set to zero and should cast long shadows.

Steps to Reproduce Bug
  • Run Layout and move player around the platforms.
  • Observe the limit to the cast shadow.

Observed Result

Example showing the end of a cast shadow, as if the height of the light source was not zero:
Image


Expected Result
Tilemaps do not cast shadows with artifacts.

Affected Browsers
  • Chrome: (YES)
  • FireFox: (YES)
  • Internet Explorer: (YES)

Operating System and Service Pack
W10 x64.

Construct 2 Version ID
r229 64 bit.
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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Post » Mon Jun 20, 2016 3:15 pm

Closing as won't fix: see the manual entry's advice -

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.


The maths and algorithms behind shadow casting with a radius are pretty complex and radius-based lights very close to a caster is an extreme case requiring almost-infinite projection. The projection isn't actually infinite which can cause artefacts like this.
Scirra Founder
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Post » Mon Jun 20, 2016 5:50 pm

Shame - I'll have to limit my use to a light radius of zero. Thanks for checking.
I only occasionally visit - I'm learning C# for Unity, but c2 is still a respectable game engine imo....
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