Undertaker

04-17-2005, 12:49 AM

Attenuation doesn`t work if brightness is different on one of the 3 axis.

I use

texCoords=lightVector/(brightness*2)+0.5f;

where lightVector is the tangent space vector of the light.

brightness is a 3 float vector.

Now if x isn`t equal to y and z then the attenuation is not correct, what is wrong ?

Or how can I do variable attenuation on 3 axis ?

PS: this works if i don`t put the light vector in tangent space ( and yes, tangent space IS calculated correct )

I use

texCoords=lightVector/(brightness*2)+0.5f;

where lightVector is the tangent space vector of the light.

brightness is a 3 float vector.

Now if x isn`t equal to y and z then the attenuation is not correct, what is wrong ?

Or how can I do variable attenuation on 3 axis ?

PS: this works if i don`t put the light vector in tangent space ( and yes, tangent space IS calculated correct )