These are the changes you recommend.
I must admit it looks a lot cleaner and sane (your version)
I guess my original logic is that if the pixel was not within one of the point lights (isCloseEnough) then it would be struck by a global ambient lighting.
Oh and I changed the directional light from subscript 0 to subscript 9. I should have a elaborated on that.
Ill make the changes to my shaders and overhaul my lighting system once I get some gameplay down.
I'll show some screenshots of my hud and battlesystem going on
The crate slowly falls open and reveals the players first weapon.
Pick it up and it binds it to your primary weapon slot. Basically since all weapons and other junk is a type of Item.
I just have an array in flash.h that looks like this
then I can assign a pointer to a class of type Item to the array
flashWeapons = &machineGun;
Now flash has the uzi binded to his primary weapon slot
and now it's time to kill an alien
I guess im taking a quick break from lighting to make the game feel more like a game and less like a tech demo that Im more accustom to writing.
Once I add a few more features Ill overhaul the lighting. I got this thread bookmarked ;)
Also Im gonna make my Hud slightly transparent and work on it some more so it doesn't look like a 12 year old drawed it