Shadowlight v Tilemap render bug

  • 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:

    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.

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

    [quote:2aozn49i]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.

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  • Shame - I'll have to limit my use to a light radius of zero. Thanks for checking.

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