GRIM: Tweak attenuation.
Determined by enabling a single omnidirectional light (newlight9 in set "ce", which stands at set entrance toward elevator) and comparing luminosity level on Manny at several locations in that scene with original software renderer. This set is quite convenient for this comparison, as Manny position can be easily controlled: stick to the wall with the red arrow pointing at the stairs, making movements one-dimensional. For spotlight, set "tu" was used with the single spotlight on, walking from the fire extinguisher to server door, confirming similar attenuation. From these tests, it seems only quadratic attenuation is used, which makes sense as it gives a realistic effect.
This commit is contained in:
parent
06e7aa68b0
commit
351a4efa8a
2 changed files with 2 additions and 1 deletions
|
@ -1007,7 +1007,7 @@ void GfxOpenGL::setupLight(Light *light, int lightId) {
|
|||
glLightfv(GL_LIGHT0 + lightId, GL_SPOT_DIRECTION, lightDir);
|
||||
glLightf(GL_LIGHT0 + lightId, GL_SPOT_EXPONENT, spot_exp);
|
||||
glLightf(GL_LIGHT0 + lightId, GL_SPOT_CUTOFF, cutoff);
|
||||
glLightf(GL_LIGHT0 + lightId, GL_QUADRATIC_ATTENUATION, 0.2f);
|
||||
glLightf(GL_LIGHT0 + lightId, GL_QUADRATIC_ATTENUATION, 1.0f);
|
||||
glEnable(GL_LIGHT0 + lightId);
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue