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graphics/UI bug: light falloff not as extreme as in preview

Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-27-2006 15:19
Why was light falloff made more subtle in the released SL 1.10? During preview, a light falloff of 0 used to be really "crisp" (along polygon edges) but now it's "soft" (blurry). It allowed for some cool "spotlight"-like effects... Please put back light falloff like it was in preview!

Steps to reproduce the bug: Create a prim, make it a light, and set light falloff to 0.

Observed results: Light falloff is not as extreme as it was during preview. A light falloff of 0 used to be really "crisp" (along polygon edges) but now it's "soft" (blurry). It allowed for some cool "spotlight"-like effects... Please put back light falloff like it was in preview!

Expected results: Crisper/sharper, more extreme/contrast light falloff.
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Pentium D 820 (2.8GHz), 2GB PC4200 (533MHz) DDR2 RAM, BFG GeForce 6600GT 128MB
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
06-07-2006 00:36
[0:34] Steve Linden:
From: someone
I did, and it's because we posponed implementing GLSL shaders due to some driver problems. Once we have the GLSL shaders in we will be better able to control the lighting falloff.
More info: /139/ba/111317/1.html
_____________________
Pentium D 820 (2.8GHz), 2GB PC4200 (533MHz) DDR2 RAM, BFG GeForce 6600GT 128MB