Hi there,
again sorry if this topic rather belongs into the B3D forums but since i'm new to miniB3D aswell as B3D i have a hard time sparating issues that work as intended from possible oddities in MiniB3D as it is in development.
So currently i am wondering why a mesh that is lit by a point-light with color(255,0,0) blows out to complete white on the light-facing triangles, uses the light color to fade to black on the backside.
In my opinion the lightcolor should be reflected by the mesh. This likely has to do with the material being used on the mesh, too. I disabled specular and tried lowering the color values for the light but neither worked.
As a last resort i changed the entitycolor of the mesh to the same level as the light wich works visually but in my opinion should not be nescessary.
Here an example(hope it shows):

So could somebody fill me in regarding this issue please? How do i work correctly with lights and materials in (mini)B3D?
again sorry if this topic rather belongs into the B3D forums but since i'm new to miniB3D aswell as B3D i have a hard time sparating issues that work as intended from possible oddities in MiniB3D as it is in development.
So currently i am wondering why a mesh that is lit by a point-light with color(255,0,0) blows out to complete white on the light-facing triangles, uses the light color to fade to black on the backside.
In my opinion the lightcolor should be reflected by the mesh. This likely has to do with the material being used on the mesh, too. I disabled specular and tried lowering the color values for the light but neither worked.
As a last resort i changed the entitycolor of the mesh to the same level as the light wich works visually but in my opinion should not be nescessary.
Here an example(hope it shows):

So could somebody fill me in regarding this issue please? How do i work correctly with lights and materials in (mini)B3D?