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ppl attenuation on 3 axis

Started by April 16, 2005 01:36 PM
-1 comments, last by Undertaker 19 years, 7 months ago
Attenuation doesn`t work if brightness is different on one of the 3 axis. I use texCoords.x = lightVector.x/(light->brightness.x * 2) + 0.5f; texCoords.y = lightVector.y/(light->brightness.y * 2) + 0.5f; texCoords.z = lightVector.z/(light->brightness.z * 2) + 0.5f; where lightVector is the tangent space vector of the light ( non tangent light vec = ligh.origin - vertex ) Now if x isn`t equal to y and z then the attenuation is not correct, what is wrong ?

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