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 )