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Author Topic: SFML Light System - Let There Be Light  (Read 230781 times)

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BaneTrapper

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Re: SFML Light System - Let There Be Light
« Reply #300 on: March 21, 2014, 02:50:00 pm »
Can someone who actually can find stuff here i bean true all the 21 pages and downloaded bunch of files cannot get to compile and build it for win7 Visual studio 2010-11.
I just want to get this thing running on my system, no luck yet.
Please some guidance.


I downloaded from first post "Let there be light" added to my project and i get following errors:
I got no idea how to get it to build with Cmake, its prompting errors as well.
Code: [Select]
1>------ Build started: Project: Test, Configuration: Debug Win32 ------
1>Light_Point.obj : error LNK2019: unresolved external symbol __imp__glBegin@4 referenced in function "public: void __thiscall std::_Wrap_alloc<class std::allocator<char> >::construct<char *,char * &>(char * *,char * &)" (??$construct@PADAAPAD@?$_Wrap_alloc@V?$allocator@D@std@@@std@@QAEXPAPADAAPAD@Z)
1>ShadowFin.obj : error LNK2001: unresolved external symbol __imp__glBegin@4
1>AABB.obj : error LNK2001: unresolved external symbol __imp__glBegin@4
1>ConvexHull.obj : error LNK2001: unresolved external symbol __imp__glBegin@4
1>EmissiveLight.obj : error LNK2001: unresolved external symbol __imp__glBegin@4
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glBegin@4
1>Light_Point.obj : error LNK2019: unresolved external symbol __imp__glEnd@0 referenced in function "public: void __thiscall std::_Wrap_alloc<class std::allocator<char> >::construct<char *,char * &>(char * *,char * &)" (??$construct@PADAAPAD@?$_Wrap_alloc@V?$allocator@D@std@@@std@@QAEXPAPADAAPAD@Z)
1>ShadowFin.obj : error LNK2001: unresolved external symbol __imp__glEnd@0
1>AABB.obj : error LNK2001: unresolved external symbol __imp__glEnd@0
1>ConvexHull.obj : error LNK2001: unresolved external symbol __imp__glEnd@0
1>EmissiveLight.obj : error LNK2001: unresolved external symbol __imp__glEnd@0
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glEnd@0
1>Light_Point.obj : error LNK2019: unresolved external symbol __imp__glVertex2f@8 referenced in function "public: void __thiscall std::_Wrap_alloc<class std::allocator<char> >::destroy<char *>(char * *)" (??$destroy@PAD@?$_Wrap_alloc@V?$allocator@D@std@@@std@@QAEXPAPAD@Z)
1>ShadowFin.obj : error LNK2001: unresolved external symbol __imp__glVertex2f@8
1>AABB.obj : error LNK2001: unresolved external symbol __imp__glVertex2f@8
1>ConvexHull.obj : error LNK2001: unresolved external symbol __imp__glVertex2f@8
1>EmissiveLight.obj : error LNK2001: unresolved external symbol __imp__glVertex2f@8
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glVertex2f@8
1>Color3f.obj : error LNK2019: unresolved external symbol __imp__glColor3f@12 referenced in function "public: void __thiscall Color3f::GL_Set(void)" (?GL_Set@Color3f@@QAEXXZ)
1>EmissiveLight.obj : error LNK2001: unresolved external symbol __imp__glColor3f@12
1>QuadTree.obj : error LNK2001: unresolved external symbol __imp__glColor3f@12
1>ConvexHull.obj : error LNK2019: unresolved external symbol __imp__glTranslatef@12 referenced in function "public: void __thiscall ltbl::ConvexHull::DebugDraw(void)" (?DebugDraw@ConvexHull@ltbl@@QAEXXZ)
1>EmissiveLight.obj : error LNK2001: unresolved external symbol __imp__glTranslatef@12
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glTranslatef@12
1>ConvexHull.obj : error LNK2019: unresolved external symbol __imp__glVertex3f@12 referenced in function "public: void __thiscall ltbl::ConvexHull::RenderHull(float)" (?RenderHull@ConvexHull@ltbl@@QAEXM@Z)
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glVertex3f@12
1>EmissiveLight.obj : error LNK2019: unresolved external symbol __imp__glColor4f@16 referenced in function "public: void __thiscall ltbl::EmissiveLight::Render(void)" (?Render@EmissiveLight@ltbl@@QAEXXZ)
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glColor4f@16
1>ShadowFin.obj : error LNK2001: unresolved external symbol __imp__glColor4f@16
1>EmissiveLight.obj : error LNK2019: unresolved external symbol __imp__glPopMatrix@0 referenced in function "public: void __thiscall ltbl::EmissiveLight::Render(void)" (?Render@EmissiveLight@ltbl@@QAEXXZ)
1>EmissiveLight.obj : error LNK2019: unresolved external symbol __imp__glPushMatrix@0 referenced in function "public: void __thiscall ltbl::EmissiveLight::Render(void)" (?Render@EmissiveLight@ltbl@@QAEXXZ)
1>EmissiveLight.obj : error LNK2019: unresolved external symbol __imp__glRotatef@16 referenced in function "public: void __thiscall ltbl::EmissiveLight::Render(void)" (?Render@EmissiveLight@ltbl@@QAEXXZ)
1>EmissiveLight.obj : error LNK2019: unresolved external symbol __imp__glTexCoord2i@8 referenced in function "public: void __thiscall ltbl::EmissiveLight::Render(void)" (?Render@EmissiveLight@ltbl@@QAEXXZ)
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glTexCoord2i@8
1>ShadowFin.obj : error LNK2001: unresolved external symbol __imp__glTexCoord2i@8
1>Light.obj : error LNK2019: unresolved external symbol __imp__glEnable@4 referenced in function "public: void __thiscall ltbl::Light::SetAlwaysUpdate(bool)" (?SetAlwaysUpdate@Light@ltbl@@QAEX_N@Z)
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glEnable@4
1>Light.obj : error LNK2019: unresolved external symbol __imp__glLoadIdentity@0 referenced in function "private: void __thiscall ltbl::Light::SwitchStaticTexture(void)" (?SwitchStaticTexture@Light@ltbl@@AAEXXZ)
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glLoadIdentity@0
1>Light.obj : error LNK2019: unresolved external symbol __imp__glMatrixMode@4 referenced in function "private: void __thiscall ltbl::Light::SwitchStaticTexture(void)" (?SwitchStaticTexture@Light@ltbl@@AAEXXZ)
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glMatrixMode@4
1>Light.obj : error LNK2019: unresolved external symbol __imp__glOrtho@48 referenced in function "private: void __thiscall ltbl::Light::SwitchStaticTexture(void)" (?SwitchStaticTexture@Light@ltbl@@AAEXXZ)
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glOrtho@48
1>Light.obj : error LNK2019: unresolved external symbol __imp__glViewport@16 referenced in function "private: void __thiscall ltbl::Light::SwitchStaticTexture(void)" (?SwitchStaticTexture@Light@ltbl@@AAEXXZ)
1>LightSystem.obj : error LNK2001: unresolved external symbol __imp__glViewport@16
1>LightSystem.obj : error LNK2019: unresolved external symbol __imp__glBlendFunc@8 referenced in function "private: void __thiscall ltbl::LightSystem::ClearLightTexture(class sf::RenderTexture &)" (?ClearLightTexture@LightSystem@ltbl@@AAEXAAVRenderTexture@sf@@@Z)
1>ShadowFin.obj : error LNK2001: unresolved external symbol __imp__glBlendFunc@8
1>LightSystem.obj : error LNK2019: unresolved external symbol __imp__glColor4b@16 referenced in function "public: void __thiscall ltbl::LightSystem::RenderLights(void)" (?RenderLights@LightSystem@ltbl@@QAEXXZ)
1>LightSystem.obj : error LNK2019: unresolved external symbol __imp__glDisable@4 referenced in function "private: void __thiscall ltbl::LightSystem::MaskShadow(class ltbl::Light *,class ltbl::ConvexHull *,bool,float)" (?MaskShadow@LightSystem@ltbl@@AAEXPAVLight@2@PAVConvexHull@2@_NM@Z)
1>C:\C++\Projects\Test\Debug\Test.exe : fatal error LNK1120: 19 unresolved externals
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


Win 7 32bit, Visual studio 11 the .exe works fine but i cannot get to compile into my project
« Last Edit: March 21, 2014, 11:52:54 pm by BaneTrapper »
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lolz123

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Re: SFML Light System - Let There Be Light
« Reply #301 on: March 22, 2014, 05:15:13 pm »
You must link to OpenGL. Add OpenGL32.lib in to the linker input.
Have you heard about the new Cray super computer?  It’s so fast, it executes an infinite loop in 6 seconds.

BaneTrapper

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Re: SFML Light System - Let There Be Light
« Reply #302 on: March 22, 2014, 07:53:25 pm »
EDIT:: Fixed the errors by doing:
Going true posts and getting "lightAttenuationShader.frag" that doesn't make errors,
There is still a issue of light not being rendered when the light is "left of hull", everything works fine but the light when it is left of the hull, the hull is not rendered at all...

EDIT::Ignore Fixed, use for code if want its working, but the light Point 2 is broken.
Thank you, including openGL fixed that error.
But i am getting very bad visuals and console errors with "what i think is the user updated latest example code"

"Console screenshot"
http://postimg.org/image/u8z3icnlb/

Any ideas why there is an "openGL" failure, my gpu drivers up to date and same issue.
Also why the "Point light" gives error ("Cannot create texture invalid size(50, 0)"), i tried messing up with the code and i cannot make it work.
Code: [Select]
int main(int argc, char* args[])
{
sf::VideoMode vidMode;
vidMode.width = 800;
vidMode.height = 600;
vidMode.bitsPerPixel = 32;
assert(vidMode.isValid());

sf::RenderWindow win;
win.create(vidMode, "Let there be Light - Demo");

sf::View view;
sf::Vector2u windowSize(win.getSize());
view.setSize(sf::Vector2f(static_cast<float>(windowSize.x), static_cast<float>(windowSize.y)));
view.setCenter(view.getSize() / 2.0f);

// ---------------------- Background Image ---------------------

sf::Texture backgroundImage;

assert(backgroundImage.loadFromFile("data/background.png"));

// Tiling background
backgroundImage.setRepeated(true);

sf::Sprite backgroundSprite(backgroundImage);
backgroundSprite.setTextureRect(sf::IntRect(0, 0, vidMode.width * 2, vidMode.height * 2));
backgroundSprite.setPosition(-400.0f, -400.0f);
std::cout<<"Hello:"<<std::endl;
// --------------------- Light System Setup ---------------------

ltbl::LightSystem ls(AABB(Vec2f(0.0f, 0.0f), Vec2f(static_cast<float>(vidMode.width), static_cast<float>(vidMode.height))), &win, "data/lightFin.png", "data/shaders/lightAttenuationShader.frag");

// Create a light
ltbl::Light_Point* testLight = new ltbl::Light_Point();
testLight->m_intensity = 2.0f;
testLight->m_center = Vec2f(200.0f, 200.0f);
testLight->m_radius = 600.0f;
testLight->m_size = 15.0f;
testLight->m_spreadAngle = ltbl::pifTimes2;
testLight->m_softSpreadAngle = 0.0f;
testLight->CalculateAABB();

testLight->m_bleed = 0.4f;
testLight->m_linearizeFactor = 0.2f;

ls.AddLight(testLight);

testLight->SetAlwaysUpdate(true);

std::cout<<"Create a light BEFORE:"<<std::endl;
// Create a light
ltbl::Light_Point* testLight2 = new ltbl::Light_Point();
testLight2->m_center = Vec2f(200.0f, 200.0f);
testLight2->m_radius = 50.0f;
testLight2->m_size = 30.0f;
testLight2->m_color.r = 0.5f;
testLight2->m_intensity = 1.5f;
testLight2->m_spreadAngle = ltbl::pifTimes2;
testLight2->m_softSpreadAngle = 0.0f;
testLight2->CalculateAABB();

ls.AddLight(testLight2);

testLight2->SetAlwaysUpdate(false);

std::cout<<"Create a emissive light BEFORE:"<<std::endl;
// Create an emissive light
ltbl::EmissiveLight* emissiveLight = new ltbl::EmissiveLight();

sf::Texture text;

if(!text.loadFromFile("data/emissive.png"))
abort();

emissiveLight->SetTexture(&text);

emissiveLight->SetRotation(45.0f);

emissiveLight->m_intensity = 1.3f;

ls.AddEmissiveLight(emissiveLight);

emissiveLight->SetCenter(Vec2f(500.0f, 500.0f));

std::cout<<"Create a hull BEFORE:"<<std::endl;
// Create a hull by loading it from a file
ltbl::ConvexHull* testHull = new ltbl::ConvexHull();

if(!testHull->LoadShape("data/testShape.txt"))
abort();

// Pre-calculate certain aspects
testHull->CalculateNormals();
testHull->CalculateAABB();

testHull->SetWorldCenter(Vec2f(300.0f, 300.0f));

testHull->m_renderLightOverHull = true;

ls.AddConvexHull(testHull);

// ------------------------- Game Loop --------------------------

sf::Event eventStructure;

bool quit = false;

ls.m_useBloom = true;

while(!quit)
{
while(win.pollEvent(eventStructure))
if(eventStructure.type == sf::Event::Closed)
{
quit = true;
break;
}

if(sf::Keyboard::isKeyPressed(sf::Keyboard::A))
view.move(sf::Vector2f(-1.0f, 0.0f));
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::D))
view.move(sf::Vector2f(1.0f, 0.0f));

if(sf::Keyboard::isKeyPressed(sf::Keyboard::W))
view.move(sf::Vector2f(0.0f, -1.0f));
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::S))
view.move(sf::Vector2f(0.0f, 1.0f));

sf::Vector2i mousePos = sf::Mouse::getPosition(win);
//testLight2->IncCenter(ltbl::Vec2f(0.1f, 0.0f));
// Update light
testLight->SetCenter(Vec2f(static_cast<float>(mousePos.x), static_cast<float>(vidMode.height) - static_cast<float>(mousePos.y)));

win.clear();

win.setView(view);
ls.SetView(view);

// Draw the background
win.draw(backgroundSprite);

// Calculate the lights
ls.RenderLights();

// Draw the lights
ls.RenderLightTexture();

//ls.DebugRender();

win.display();
}

win.close();
}
« Last Edit: March 22, 2014, 10:42:47 pm by BaneTrapper »
BaneTrapperDev@hotmail.com Programing, Coding
Projects: Not in development(unfinished/playable):
http://en.sfml-dev.org/forums/index.php?topic=11073.msg76266#msg76266
UP and in Development: The Wanderer - Lost in time
http://en.sfml-dev.org/forums/index.php?topic=14563.0

Voroz

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Re: SFML Light System - Let There Be Light
« Reply #303 on: April 26, 2014, 01:20:22 am »
Hello. I'm using "let there be light" and i like it. The only problem i'm having is that in the top left corner and also some on the left side of the screen there is a spot where one light will make it so the whole screen lights up.
Maybe you wanted this as a spot for a sun or something but it doesn't work for my top view game. If i move up to that corner with my characters light it will get too bright.

I tried identifying the problem. My characters light was always the light that worked this way, my testlight on mouse position didn't have that effect at all.
So i tried switching spawn time of those 2 lights so the mouselight spawned before the characters light, and then the problem was gone (i thought).
 I then made it so that light didn't attach to mouse anymore but spawned outside the screen. That didn't work, it only worked if i had atleast 1 pixel of that light on my screen, so i adjusted it so i had (didn't even notice that small light anyway).

Later i noticed that when i added more lights the problem would come back and another light would become the "sun" light. The light that makes the screen light up much more if you move the light to the top left corner.

You can see this same problem in the "let there be light" demo program. Just move the light up to the corner and you see it. The problem is not that big in that application but i use bigger lights so i don't have to move that close to the corner for it to happen.

I've looked through the source code in search of any function that was made to cause that, but can't find anything and i'm not such a good programmer yet. Anyway do you know of a solution for this problem?

Thanks for your time.


Estivo

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Re: SFML Light System - Let There Be Light
« Reply #304 on: April 26, 2014, 01:45:04 am »
I think this is a quad tree bug. Try to set bigger quad or make size of quad to 0, 0. That's all that I could say without code.

Voroz

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Re: SFML Light System - Let There Be Light
« Reply #305 on: April 26, 2014, 02:45:46 am »
I think this is a quad tree bug. Try to set bigger quad or make size of quad to 0, 0. That's all that I could say without code.
And what is the quad? This part?
ltbl::LightSystem ls(AABB(Vec2f(0.0f, 0.0f), Vec2f(static_cast<float>(0), static_cast<float>(0))), &App, "data/lightFin.png", "data/shaders/lightAttenuationShader.frag");
I did already set it to 0 after reading that someone had issue with crashes and after that i also had that issue when reducing size of one of my lights.

In your zombie game do you also have this issue if you have only 1 light source and try moving it to the top left corner? I've noticed that it's only 1 of the lights at a time that will cause this.


Here most relevant code for the lighting.

// --------------------- Light System Setup ---------------------
//Set AABB to 0 to avoid crashes with some light sizes
ltbl::LightSystem ls(AABB(Vec2f(0.0f, 0.0f), Vec2f(static_cast<float>(0), static_cast<float>(0))), &App, "data/lightFin.png", "data/shaders/lightAttenuationShader.frag");
newLight(&ls, &characterLight); /*This sets all the settings and adds the light etc.
didn't include the function because it would get messy and my bug is even represented in the ltbl demo so i don't think it's a coding issue.
*/


//Update light
for (int i = 0; i < characterLight.size(); i++){
    characterLight[i].lightPoint->SetCenter(Vec2f(character.back().circle.body->GetPosition().x*PPM, screenSize.y-character.back().circle.body->GetPosition().y*PPM)); //Y axis inverted
}

//Lights
ls.SetView(View1);
ls.RenderLights();
ls.RenderLightTexture();
« Last Edit: April 26, 2014, 03:16:17 am by Voroz »

Estivo

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Re: SFML Light System - Let There Be Light
« Reply #306 on: April 26, 2014, 11:21:56 am »
I'm creating light system by "create" function. I have some glitches when I was using only constructor.

Maybe large size (int_min, int_max) could solve your problem. I have bug in editor map. When I add new light i have to "reload" light system by setting view position to 0,0.

When I had only 1 (flashlight) I have ugly effect. No penumbra. I had at first add light and then I had to move it, that was only solve I know.

I have 0,0 x 10k,10k quad tree and all works fine.

Voroz

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Re: SFML Light System - Let There Be Light
« Reply #307 on: April 26, 2014, 02:10:32 pm »
I'm creating light system by "create" function. I have some glitches when I was using only constructor.

Maybe large size (int_min, int_max) could solve your problem. I have bug in editor map. When I add new light i have to "reload" light system by setting view position to 0,0.

When I had only 1 (flashlight) I have ugly effect. No penumbra. I had at first add light and then I had to move it, that was only solve I know.

I have 0,0 x 10k,10k quad tree and all works fine.

what do you mean with "large size (int_min, int_max)"? I've tried making a new light view twice as big as the screen view so the corner that gives extra light won't often be a problem.
But that makes it so all lights becomes twice as big and they don't move where they should.

edit: I tried what you said with using create and also the 10k quadtree. it's the same problem still. I think you might have it too but just not noticed it in your app.
« Last Edit: April 26, 2014, 02:21:18 pm by Voroz »

Estivo

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Re: SFML Light System - Let There Be Light
« Reply #308 on: April 26, 2014, 02:26:54 pm »
I mean make quad with max int value. Could you post screen shot? Are you set alwaysUpdate to true?

Voroz

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Re: SFML Light System - Let There Be Light
« Reply #309 on: April 26, 2014, 02:43:16 pm »
I mean make quad with max int value. Could you post screen shot? Are you set alwaysUpdate to true?
ok. one second for screenshot

edit: http://imgur.com/gAtE9D2

last picture is when my character is at the top left corner with that light.

edit2: Also i tried using AlwaysUpdate(). Not sure if i did it correctly though. I'm just suppoed to write
light->back().lightPoint->AlwaysUpdate();
? It takes no argument like true or false.
« Last Edit: April 26, 2014, 02:55:25 pm by Voroz »

Estivo

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Re: SFML Light System - Let There Be Light
« Reply #310 on: April 26, 2014, 02:58:58 pm »
There is function setAlwaysUpdate. At first you have to add light to light system and then setAlwaysUpdate.

Quote
lSystem.AddLight(player.getLight());
    player.getLight()->SetAlwaysUpdate(true);

Voroz

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Re: SFML Light System - Let There Be Light
« Reply #311 on: April 26, 2014, 03:05:10 pm »
There is function setAlwaysUpdate. At first you have to add light to light system and then setAlwaysUpdate.

Quote
lSystem.AddLight(player.getLight());
    player.getLight()->SetAlwaysUpdate(true);
Ah ok. Yeah i tried it now but it made no differance. I update every light manually in my code anyway.

edit: Are you using light_point or normal light or emissive light or what btw? I'm using Light_Point because that's what i could get to work.
« Last Edit: April 26, 2014, 03:07:09 pm by Voroz »

Estivo

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Re: SFML Light System - Let There Be Light
« Reply #312 on: April 26, 2014, 03:45:11 pm »
Light class is pure virtual so you only could use it as base class for your own light class. Emmisive is light for rendering a light with a shape of texture. I use only Point_Light class.

Your bug is strange. I did't occur this kind of glitches. You could try to rebuild your whole code ;) When I get back to home I'll upload my version of ltbl with my blend modes and changes.

Voroz

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Re: SFML Light System - Let There Be Light
« Reply #313 on: April 26, 2014, 04:22:27 pm »
Light class is pure virtual so you only could use it as base class for your own light class. Emmisive is light for rendering a light with a shape of texture. I use only Point_Light class.

Your bug is strange. I did't occur this kind of glitches. You could try to rebuild your whole code ;) When I get back to home I'll upload my version of ltbl with my blend modes and changes.
The thing is that i think this is a bug with ltbl and i think your code also has the bug because if you run the ltbl demo app that you have in your ltbl folder the same bug is there if you move the cursor to the top left corner. I want to know what change can be done to ltbl to fix this :/.

Voroz

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Re: SFML Light System - Let There Be Light
« Reply #314 on: April 26, 2014, 05:52:22 pm »
If you have time you can try reproducing this by having max 1 light and placing it near the top left corner in your application. If that works for you i'd like to know.
There is always max 1 light with this problem but which light it is changes almost randomly it seems so to know which light is the bugged one you should only have 1 light spawned.

You can download the app here if you wanna see the issue for yourself: https://dl.dropboxusercontent.com/u/150244750/Release.rar

You can notice if you right click in the top left corner to make a light there the issue is not there. Only the characters light gives the issue because i spawned the character light first. But if i start shooting alot of fireballs(lights) it will sometimes make another light the issue for a while. It's acting very weird.


This is a version where i remove the character light and you can instead right click or fireball to see the issue with those lights. For example if you use the rightclick light and then fireball at the same time the issue will stay only with the right click light, but if you shut that light down then the issue is with the fireballs instead. Sounds a bit complicated and it is, but you can try it for yourself:
https://dl.dropboxusercontent.com/u/150244750/noCharLight.rar
« Last Edit: April 26, 2014, 06:46:45 pm by Voroz »

 

anything