I just noticed that a face on a spinning cube will either be fully lit or unlit, but there is no falloff as the face approaches parallel with the light position. Run this Blitz3D code and then look at this OpenGL demo:
http://www.leadwerks.com/demo.zip
The OpenGL demo uses coded vertex lights, not GL lights. I don't know if GL lights behave like DX lights or not.
http://www.leadwerks.com/demo.zip
The OpenGL demo uses coded vertex lights, not GL lights. I don't know if GL lights behave like DX lights or not.
Graphics3D 800,600,32,2 SetBuffer BackBuffer() l=CreateLight(2) PositionEntity l,100,0,0 cam=CreateCamera() MoveEntity cam,0,0,-20 world=CreatePivot() Dim box(200) For n=0 To 100 box(n)=CreateCube(world) MoveEntity box(n),Rnd(-10,10),Rnd(-10,10),Rnd(-10,10) ScaleMesh box(n),.5,.5,.5 Next While Not KeyHit(1) TurnEntity world,0,1,0 RenderWorld Text 0,0,FPS() Flip Wend End Global fpstime Global lastupdate Global oldfps Function FPS() oldtime=fpstime fpstime=MilliSecs() elapsed=fpstime-oldtime If Not elapsed elapsed=1 time=Int(MilliSecs()/1000) If time>lastupdate lastupdate=time oldfps=1000/elapsed EndIf Return oldfps End Function