Original Post
In D3D there is a "Range" value for point lights, is there a way to emulate this in OpenGL? definition: Range Distance beyond which the light has no effect. The maximum allowable value for this member is the square root of FLT_MAX. This member does not affect directional lights. Thanks edit: I tried this but it just doesnt look the same as it does on d3d...
lights[index].constant_atten = light->Attenuation0;
lights[index].linear_atten = light->Attenuation1/light->Range;
lights[index].quadratic_atten = light->Attenuation2+(1/(light->Range*light->Range));