i wanna put a bounding sphere around my lights as im implementing an alogarithm to select the 8 closest in range lights to my meshes.
so ive got the OGL formula:
1.0f / (kc + kld + kqd2);
i’m using the default kc, kl, kq, but when i try to get them i get like invalid numbers:
float kc, kl, kq;
glGetLightfv(0, GL_CONSTANT_ATTENUATION, &kc);
glGetLightfv(0, GL_LINEAR_ATTENUATION, &kl);
glGetLightfv(0, GL_QUADRATIC_ATTENUATION, &kq);
just wondering what the defaults are.
then with all that, how do i calculate some point it which its not worth using the light to light a mesh?
im assuming something like this:
0.1f = 1.0f / (kc + kld + kqd2);
rearanging:
(kc + kld + kqd2) = 10
then i have to solve a quadratic, /me has done this since high school.
but then im gonna get 2 solutions. which to use (the largest)?
but mainly, i need to know what the defaults are?
kc = 0, kl = 1, kq = 0 ?