summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorclayjohn <claynjohn@gmail.com>2024-06-03 09:37:57 +0200
committerclayjohn <claynjohn@gmail.com>2024-06-03 09:37:57 +0200
commit079a75e144f6d5822c949e7d953c0d86448eee5a (patch)
tree5e0ab7fa40d33e7867853c2b5a3a2bf20a508907
parentbe56cab58c056c074d1e02cd0b38641204e39f41 (diff)
downloadredot-engine-079a75e144f6d5822c949e7d953c0d86448eee5a.tar.gz
Correct documentation for Omni and Spot light distance attenuation
-rw-r--r--doc/classes/OmniLight3D.xml4
-rw-r--r--doc/classes/SpotLight3D.xml4
2 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml
index 64bf981a90..b0965a26da 100644
--- a/doc/classes/OmniLight3D.xml
+++ b/doc/classes/OmniLight3D.xml
@@ -15,8 +15,8 @@
<members>
<member name="omni_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
Controls the distance attenuation function for omnilights.
- A value of [code]0.0[/code] smoothly attenuates light at the edge of the range. A value of [code]1.0[/code] approaches a physical lighting model. A value of [code]0.5[/code] approximates linear attenuation.
- [b]Note:[/b] Setting it to [code]1.0[/code] may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units receives less than [code]0.1[/code] energy.
+ A value of [code]0.0[/code] will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of [code]2.0[/code] for physically accurate lights as it results in the proper inverse square attenutation.
+ [b]Note:[/b] Setting attenuation to [code]2.0[/code] or higher may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units is attenuated by a factor of [code]0.0001[/code]. With a default brightness of [code]1[/code], the light would not be visible at that distance.
[b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead to unexpected results.
</member>
<member name="omni_range" type="float" setter="set_param" getter="get_param" default="5.0">
diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml
index 8d2177d3fd..66908f5af1 100644
--- a/doc/classes/SpotLight3D.xml
+++ b/doc/classes/SpotLight3D.xml
@@ -25,8 +25,8 @@
</member>
<member name="spot_attenuation" type="float" setter="set_param" getter="get_param" default="1.0">
Controls the distance attenuation function for spotlights.
- A value of [code]0.0[/code] smoothly attenuates light at the edge of the range. A value of [code]1.0[/code] approaches a physical lighting model. A value of [code]0.5[/code] approximates linear attenuation.
- [b]Note:[/b] Setting it to [code]1.0[/code] may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units receives less than [code]0.1[/code] energy.
+ A value of [code]0.0[/code] will maintain a constant brightness through most of the range, but smoothly attenuate the light at the edge of the range. Use a value of [code]2.0[/code] for physically accurate lights as it results in the proper inverse square attenutation.
+ [b]Note:[/b] Setting attenuation to [code]2.0[/code] or higher may result in distant objects receiving minimal light, even within range. For example, with a range of [code]4096[/code], an object at [code]100[/code] units is attenuated by a factor of [code]0.0001[/code]. With a default brightness of [code]1[/code], the light would not be visible at that distance.
[b]Note:[/b] Using negative or values higher than [code]10.0[/code] may lead to unexpected results.
</member>
<member name="spot_range" type="float" setter="set_param" getter="get_param" default="5.0">