glLightf(GL_LIGHT0 + id, GL_LINEAR_ATTENUATION, light.Kl);
glLightf(GL_LIGHT0 + id, GL_QUADRATIC_ATTENUATION, light.Kq);
}
+ else
+ {
+ glLightf(GL_LIGHT0 + id, GL_CONSTANT_ATTENUATION, 1);
+ glLightf(GL_LIGHT0 + id, GL_LINEAR_ATTENUATION, 0);
+ glLightf(GL_LIGHT0 + id, GL_QUADRATIC_ATTENUATION, 0);
+ }
if((light.flags.spot && light.fallOff < 360) || (lightObject && (light.direction.x || light.direction.y || light.direction.z)))
{