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FbxLight attenuation to OpenGL-style
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  • mikee111
  • Posted: 30 November 2010 07:00 AM
  • Total Posts: 1
  • Joined: 30 November 2010 02:53 PM

Hi,
is there some way how to convert FbxLight attenuation (mainly MAX NearAtt/FarAtt parts) to OGL style, i.e. constantAtt+linearAtt*distance+quadraticAtt*distance^2 equation. I haven’t found any topic on this forum regarding this issue.



Replies: 1
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Looks like it is defined by EDecayType and DecayStart.  It is not obvious how they interact with NearAttenuationStart and FarAttenuationStart, though.

Author: Doug Rogers

Replied: 30 November 2010 12:07 PM