5 years, 4 months ago
Highlights
Thanks for all of your answers and resources. I ended up solving that by following: for (int i = 0; i < activePointLights; i++) { float dist=distance(f_position,pointLights[i…
5 years, 4 months ago
I am trying to prevent this problem in opengl:as you can see there is hard fall of in light if a fragment is too far away from light.this was when the light sphere radius was 11…
5 years, 4 months ago