Currently I'm mwssing around with openGL and 3D, working on an art path and .B3D compatibility.
Having a few problems with lights, each light in the scene has these parameters:
Ambient ( r,g,b,1 )
Diffuse ( r,g,b,1 )
Specular ( r,g,b,1 )
The above are pretty straight forward, just like blitz only local to each light
Constant( % )
Linear( % )
Quadratic( % )
change light range and falloff, but I'm totaly lost in regards to how they work, being used to simply stating a range and having a linear fall off.
how do I go about getting a simple linear falloff with user defined range? Messing around with these last numbers cause a lot of confusion.
stil lgot to learn about materials in order to get brush shinyness right, but thats looking to be more difficult than I imagined, since the lighting and material properties work together in GL.
Paret of the reason I'm posting is to get any suggestions in regards to how to get blitz like lighting, naturally with proper falloff that ends at a specific range rather than being infinite ;)
Having a few problems with lights, each light in the scene has these parameters:
Ambient ( r,g,b,1 )
Diffuse ( r,g,b,1 )
Specular ( r,g,b,1 )
The above are pretty straight forward, just like blitz only local to each light
Constant( % )
Linear( % )
Quadratic( % )
change light range and falloff, but I'm totaly lost in regards to how they work, being used to simply stating a range and having a linear fall off.
how do I go about getting a simple linear falloff with user defined range? Messing around with these last numbers cause a lot of confusion.
stil lgot to learn about materials in order to get brush shinyness right, but thats looking to be more difficult than I imagined, since the lighting and material properties work together in GL.
Paret of the reason I'm posting is to get any suggestions in regards to how to get blitz like lighting, naturally with proper falloff that ends at a specific range rather than being infinite ;)