Multiple vertex lights

Blitz3D Forums/Blitz3D Programming/Multiple vertex lights

Light follows the Inverse Square Law as it gets dimmer the farther away it is from a point source. The simplified version of the formula is: intensity = source_strength / distance^2.

Also, you'll want to sum together the intensities of all lights illuminating a vertex. This would probably be easier if you looped over the lights for each vertex instead of the other way around.