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#Actualkauna

Posted 13 November 2012 - 02:30 PM

As far as I know, you can use the same formulas for specular component as you use for point light sources. The direction and the inner and outer cone values affect only the attenuation, which is applied to the specular component as well. This attenuation prevents the spot light to affect objects outside of the illuminated zone.

Cheers!

[edit]
http://content.gpwiki.org/index.php/D3DBook:(Lighting)_Direct_Light_Sources some lighting information here, although the spot light code doesn't seem to implement specular term, it shows how to calculate the attenuation, which can be applied to your specular factor.

#1kauna

Posted 13 November 2012 - 02:25 PM

As far as I know, you can use the same formulas for specular component as you use for point light sources. The direction and the inner and outer cone values affect only the attenuation, which is applied to the specular component as well. This attenuation prevents the spot light to affect objects outside of the illuminated zone.

Cheers!

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