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better dx / gl equivalence
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@ -2406,13 +2406,14 @@ bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
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alight.Range = __D3DLIGHT_RANGE_MAX;
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// Not sure why this factor of 60.0f is necessary; I determined it
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// empirically. It seems to successfully approximate the OpenGL
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// spotlight equation, at least for reasonably smallish FOV's.
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alight.Falloff = light_obj->get_exponent() / 60.0f;
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// I determined this formular empirically. It seems to mostly
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// approximate the OpenGL spotlight equation, for a reasonable range
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// of values for FOV.
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float fov = lens->get_hfov();
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alight.Falloff = light_obj->get_exponent() * (fov * fov * fov) / 1620000.0f;
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alight.Theta = 0.0f;
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alight.Phi = deg_2_rad(lens->get_hfov());
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alight.Phi = deg_2_rad(fov);
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const LVecBase3f &att = light_obj->get_attenuation();
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alight.Attenuation0 = att[0];
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@ -3457,13 +3457,14 @@ bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
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alight.Range = __D3DLIGHT_RANGE_MAX;
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// Not sure why this factor of 60.0f is necessary; I determined it
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// empirically. It seems to successfully approximate the OpenGL
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// spotlight equation, at least for reasonably smallish FOV's.
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alight.Falloff = light_obj->get_exponent() / 60.0f;
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// I determined this formular empirically. It seems to mostly
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// approximate the OpenGL spotlight equation, for a reasonable range
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// of values for FOV.
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float fov = lens->get_hfov();
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alight.Falloff = light_obj->get_exponent() * (fov * fov * fov) / 1620000.0f;
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alight.Theta = 0.0f;
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alight.Phi = deg_2_rad(lens->get_hfov());
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alight.Phi = deg_2_rad(fov);
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const LVecBase3f &att = light_obj->get_attenuation();
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alight.Attenuation0 = att[0];
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