better dx / gl equivalence

This commit is contained in:
David Rose 2007-04-02 17:08:14 +00:00
parent 9eb3e9fa24
commit 0ba777cc0f
2 changed files with 12 additions and 10 deletions

View File

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

View File

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