I am writing a map editor that uses referenced staticmeshes, like the Unreal does. The meshes can be scaled, positioned, and rotated to fit in different places in the map.
I noticed that when I scaled a mesh down, the lighting gets brighter:
I am using a simple lighting envorinment with 2 lights, after the camera rotation is added to the matrix, and before any other matrix changes occur. Why would this be happening? How can I prevent it?
Here is my lighting setup:
Function EnableSimpleLighting()
glEnable GL_LIGHTING
glEnable GL_LIGHT0
bank=CreateBank(16)
PokeFloat bank,0,0.5
PokeFloat bank,4,0.5
PokeFloat bank,8,0.5
PokeFloat bank,12,1.0
glLightfv GL_LIGHT0,GL_DIFFUSE,bank
PokeFloat bank,0,WORLDSIZE*1.0
PokeFloat bank,4,WORLDSIZE*1.2
PokeFloat bank,8,-WORLDSIZE*1.4
PokeFloat bank,12,1.0
glLightfv GL_LIGHT0,GL_POSITION,bank
PokeFloat bank,0,0.0
PokeFloat bank,4,0.0
PokeFloat bank,8,0.0
PokeFloat bank,12,1.0
glLightfv GL_LIGHT0,GL_AMBIENT,bank
FreeBank bank
glEnable GL_LIGHT1
bank=CreateBank(16)
PokeFloat bank,0,0.25
PokeFloat bank,4,0.25
PokeFloat bank,8,0.25
PokeFloat bank,12,1.0
glLightfv GL_LIGHT1,GL_DIFFUSE,bank
PokeFloat bank,0,-WORLDSIZE*1.0
PokeFloat bank,4,-WORLDSIZE*1.2
PokeFloat bank,8,WORLDSIZE*1.4
PokeFloat bank,12,1.0
glLightfv GL_LIGHT1,GL_POSITION,bank
PokeFloat bank,0,0.0
PokeFloat bank,4,0.0
PokeFloat bank,8,0.0
PokeFloat bank,12,1.0
glLightfv GL_LIGHT1,GL_AMBIENT,bank
FreeBank bank
End Function