[Bf-committers] Very old game engine issue with Quad lamps

Alexander Ewering blender at instinctive.de
Sat Dec 4 03:43:36 CET 2004


I submitted a report to the tracker, but for further explanation, I would
like to drop a mail here too.

There's a very old issue about the Game Engine. In effect, the only useful
way to use OpenGL lights in the Game Engine is to use "Quad" lamps, because
if you use non-Quad lamps, there will be no falloff *at all* in the Game engine,
the light will be equally bright 10000 units away.

BUT: You have to actually *swap* the values of Quad1 and Quad2 to have the
same effect in the Game Engine as in the 3d view. It seems like these values
are passed wrongly to OpenGL.

This issue has been there since I use the Game engine, but I didn't really care
a lot.

But with the recent talk about potatoe view supposed to look exactly like the
in-game view, I would like to point out that with any usable lamp ( = Quad
lamp), lighting will look totally different in both.

| alexander ewering              instinctive mediaworks
| ae[@]instinctive[.]de   http://www[.]instinctive[.]de


More information about the Bf-committers mailing list