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Re: Brightness of light from distance

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Brightness of light from distance
From: Frank Condello <developer at chaoticbox dot com>
Date: Sat, 23 Jul 2005 14:56:51 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BDA608D4-22BF-4605-9022-D3189B53A9EC at miensoftware dot com> <96ff3d1b1438a0ded992980ddff93390 at satx dot rr dot com> <EF59732A-CABB-4618-9746-F0A5B788900B at miensoftware dot com>
On 23-Jul-05, at 12:07 AM, Lo Saeteurn wrote:

Is the accurate to what a user views in a game?

Which method should I use? What's the difference between yours and Frank's?

I described how Quesa actually lights a scene, and how to find the maximum luminance for a point at a certain distance from a light (I assumed you wanted to know how to find the brightness in an Rb3D scene). NOTE: What I posted won't find the actual brightness of a given point, only how a vertex at that exact position with a normal pointing directly at the light will be lit. That's usually what you want if you're just testing if an object is potentially lit or not (e.g. for an AI routine that determines object visibility base on light levels). Finding what the actual rasterized pixel luminance would be is a lot more work...

Will described a general case, which won't be of much practical use unless you're doing your own lighting based on those formulas.

Frank.
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