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El Peasso

Problem with 2d textures and normal mapping

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Hi, I'm new in XNA, and I'm making a game like Monkey Island but I want to make some pretty light effects in the 2d textures with normals. To do that, I have downloaded a example from http://ziggyware.com/readarticle.php?article_id=137. The problem for my is that this example is a spot light and not a point light. Here is the fx file for the effect: sampler ColorSampler : register(s0); sampler NormalSampler : register(s1); float3 LightPosition; float4 LightColor = float4(1, 0, 0, 1); float4 AmbientColor = 1; float ScreenWidth; float ScreenHeight; float4 Deferred2DNormalMappingPS(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0 { float4 tex = tex2D(ColorSampler, texCoord); float3 normal = tex2D(NormalSampler, texCoord); float3 pixelPosition = float3(ScreenWidth * texCoord.x, ScreenHeight * texCoord.y, 0); float3 lightDir = LightPosition - pixelPosition; float lightAmount = max(dot(normal, normalize(lightDir)), 0); return (tex * AmbientColor) + (color * lightAmount * LightColor * AmbientColor); } technique Deferred2DNormalMapping { pass Pass0 { PixelShader = compile ps_3_0 Deferred2DNormalMappingPS(); } } Thanks (Sorry but I'm from Spain and my english is quite bad...)

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That shader you made looks fine to me....what doesn't work about it?

[Edited by - MJP on May 29, 2008 9:28:18 AM]

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The shader works well, but it does not work like I want. It works like a spot light always facing to the same position, the upper left corner of the screen. In the right side of the screen the only color I see is black. Here is a link to an image that shows what is happening:

http://img511.imageshack.us/my.php?image=testky0.jpg

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As you're new, lets make sure you know what the shader does!

1. It's meant as a post-processing pass for deferred shading, not during the rendering of a model.

2. It *is* doing a point light calculation, but, oddly, is completely ignoring Z. So it's like the light is an enormous tube going along viewspace Z. Probably meant for a 2D tile engine.

3. It's input is going to be a fullscreen quad, with texcoords going from 0 to 1. You'll need to set ScreenWidth and ScreenHeight to some value to represent your screen. These don't have to be pixels. You could use ScreenWidth and Height of 1 if you want.

4. The light position should be set to the screen-space position, not it's worldspace position. The light's position range should be the same as 0..ScreenWidth and 0..ScreenHeight.

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I finally solve it. I put another three spot lights facing the other three corners of the screen. Now the light works like a point light.

Thank you.

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