DX lights don't calculate light intensity by normals, do they?

Blitz3D Forums/Blitz3D Programming/DX lights don't calculate light intensity by normals, do they?

The lights work just fine. Halo just doesn't know how to use them.

Adding this command will fix things:
LightRange L, 100

The reason the light seems to change instantly, is because the default light radius is 1000, and this means that the light brightens up everything within that radius 100% or more. The falloff is OUTSIDE that range.

Being that it brightens everything 100% or more, the angle of the surface to the light ends up having little effect. There is a change in brightness but it's very breif. 10% of 10,000 is still 1000 after all. So with the ligth that bright and that close with that kind of range, only the polygons which are most angled away from the light will fall into the 0..255 range. So they appear to flash on instantly. If you rotated the cubes MUCH slower then you might be able to see a gradual change then.