LightRange vs. Attenuation

BlitzMax Forums/OpenGL Module/LightRange vs. Attenuation

Vertex(Posted 2006) [#1]
I will use SetLightRange in my 3d engine. But there are only attenuations factors.

a = 1/(d²q + dl + c)
a = Attenuation
d = absoulute Distance between Light and Vertex
q = Quadratic Attenuation
l = Linear Attenuation
c = Constant Attenuation

a ist clamped to the intervall [0, 1]
q, l and c must be greater or equal 0

In my advisement, I set q = 0, l = Sqr(1.0/LightRange) and c = 0...

a = 1.0/(d*Sqr(1.0/LightRange))

But maybe, anyone have a better idea?!

cu olli


ImaginaryHuman(Posted 2006) [#2]
Out of my league ;-)