I don't even know how lighting works in all possible situations.
My main point was that the values you specify in your code get divided by 255.
Then all the internal calculations, whatever they are, get done.
The resulting value gets multiplied by 255 to determine pixel color.
Here's another example to emphasize that there really is no restriction on light values.
My main point was that the values you specify in your code get divided by 255.
Then all the internal calculations, whatever they are, get done.
The resulting value gets multiplied by 255 to determine pixel color.
Here's another example to emphasize that there really is no restriction on light values.
Graphics3D 640,480,32,1 AmbientLight 0,0,0 camera=CreateCamera() cube=CreateCube() : PositionEntity cube,0,0,5 blue1# = 300 blue2# = -200 light1 = CreateLight() : LightColor light1, 0, 0, blue1 light2 = CreateLight() : LightColor light2, 0, 0, blue2 While Not KeyDown( 1 ) If KeyDown( 2 ) Then blue1 = blue1 - 1 If KeyDown( 3 ) Then blue1 = blue1 + 1 If KeyDown( 4 ) Then blue2 = blue2 - 1 If KeyDown( 5 ) Then blue2 = blue2 + 1 Delay 40 LightColor light1, 0,0, blue1 LightColor light2, 0,0, blue2 RenderWorld Text 0,0, "1,2 changes light1. 3,4 changes light2." Text 50,50, "light1 blue: " + RSet(blue1, 7) Text 50,70, "light2 blue: " + RSet(blue2, 7) Text 50, 100, "blue1+blue2 = " + (blue1+blue2) Text 50, 120, "screen blue = " + ( ReadPixel(320,240) And $FF ) Flip Wend End