Okay so it's been a few weeks but I'm back on this task.
Trying to implement an area light to begin with as per Hodgman's advice.
I was wondering ... for the area light's diffuse calculation it seems people are using the vector from the point being shaded to the closest point on the area light quad.
This results in a dot product of zero when the area light quad is at a right angle and close to the surface being shaded. And thus results in a diffuse term of 0.
Are there ways around this?
REF_CrackerMember Since 22 Feb 2000
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