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cody

d3d lights

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i have a little problem: my lights never look nice... they dont fade out smooth when reaching their maximum range. i tried many settings for the attenuation parameters and some worked nice but i dont want to experiment with these values until it looks good. it would be better to calculate them from light range and brightness or something like that. does somebody know a formula for that? cody

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Why don''t you find the distance from the light to the point where you want it to shine, make it a number between 0 and 1, and then mulitply it by the color values?

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yes, would be nice, but i wont to use the d3d lights for fast hardware lighting.

your solution needs vertex shaders i think and im to silly for that.

so i need a formula to calculate the d3d attenuation values.

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What kind of lights are you using, and what exactly are you doing, or trying to do?

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ok, i will explain.

im using the normal d3d8 point lights. the struct has 3 attenuation values and one for light range.

i pick the range i want and then try to find attenuation values that cause the light to fade out smooth over distance until it reaches its maximum range.

now i change the light range and the light doesnt fade out smooth any more. a bit beforce range it has 50% of its brightness and then drops immediately to 0.

i could test other attenuation values once again, but i want these values to be calculated by my program not by the user.

hope you understand this.

cody

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