diff options
author | Sean Harmer <sean.harmer@kdab.com> | 2016-05-25 07:37:17 +0100 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2016-05-25 19:51:10 +0000 |
commit | cc8cc05f873aa64ee3c4e1ea6e7a662b15c57723 (patch) | |
tree | 06bd93ba205e51c73adb77e009ff35fb2c75146b | |
parent | 4025b815cc629b18c0517fd83aef9c41256d30b9 (diff) |
Default constant of attenuation to 1.0
Without this, the default was 0 for the constant attenuation factor.
This is bad because if the user only sets the linear and/or quadratic
constants, then when the distance gets small, the denominator in the
lighting equation gets very large causing a lot of saturation of the
renderered meshes.
Change-Id: Ie1b8b2d24702090879cb1429912eb51aeb002f68
Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
-rw-r--r-- | src/render/lights/qpointlight.cpp | 2 | ||||
-rw-r--r-- | src/render/lights/qspotlight.cpp | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/src/render/lights/qpointlight.cpp b/src/render/lights/qpointlight.cpp index 1936ef4f4..c94078995 100644 --- a/src/render/lights/qpointlight.cpp +++ b/src/render/lights/qpointlight.cpp @@ -64,7 +64,7 @@ namespace Qt3DRender { QPointLightPrivate::QPointLightPrivate() : QAbstractLightPrivate(QAbstractLight::PointLight) { - m_shaderData->setProperty("constantAttenuation", 0.0f); + m_shaderData->setProperty("constantAttenuation", 1.0f); m_shaderData->setProperty("linearAttenuation", 0.0f); m_shaderData->setProperty("quadraticAttenuation", 0.0f); } diff --git a/src/render/lights/qspotlight.cpp b/src/render/lights/qspotlight.cpp index aa2c8c201..a3dd91a6f 100644 --- a/src/render/lights/qspotlight.cpp +++ b/src/render/lights/qspotlight.cpp @@ -68,7 +68,7 @@ namespace Qt3DRender { QSpotLightPrivate::QSpotLightPrivate() : QAbstractLightPrivate(QAbstractLight::SpotLight) { - m_shaderData->setProperty("constantAttenuation", 0.0f); + m_shaderData->setProperty("constantAttenuation", 1.0f); m_shaderData->setProperty("linearAttenuation", 0.0f); m_shaderData->setProperty("quadraticAttenuation", 0.0f); m_shaderData->setProperty("direction", QVector3D(0.0f, -1.0f, 0.0f)); |