Original Post
I'm working on a 2d isometric game using opengl(using textured quads as sprites), and currently I'm playing around with ideas with which to enhance my lighting system. I currently use dynamic lighting, subdividing quads and lighting them but I'm wondering if there is any way that I could implement a more advanced form of lighting that takes into account the angle between the surface and the light source? I'm fairly new to the whole subject of lighting and I'm basically just looking for some direction as to whether or not this would be feasible(as well as what kind of result it might produce) taking into account the limitations of my project. Here are a couple screens to illustrate my current lighting method. Thanks.