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Thread: The spots

  1. #1
    Senior Member Frequent Contributor
    Join Date
    Oct 2001
    Posts
    595

    The spots

    Have i miies some feature, or is the spot lighting calculation strange..

    I want to make a rather larg spot, with smooth edges (pretty fast falloff) but that seams impossible, either i get a small spot, or i get jagged edges, and from what i read about it, that seams like the way they want it? No extention that adresses this problem?

  2. #2
    Senior Member Regular Contributor
    Join Date
    May 2000
    Location
    Oxford, England
    Posts
    472

    Re: The spots

    either subdivide your geometry, or use RegisterCombiners/Pixel Shaders for your lighting

  3. #3
    Junior Member Newbie
    Join Date
    Nov 2003
    Location
    Boulder, CO
    Posts
    1

    Re: The spots

    Hi
    This seems to be what I am doing as well, but in my case, I am trying to achieve the same effect as a spotlight in DirectX where falloff is being taken into account only beyond an inner cone area which has the highest light intensity. I am a newbie to this, so appreciate if anyone can drop any advice if what i want to do is actually possible in openGL. And if the solution posted is kind of the only solution for me as well. Thanks so much.

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