Hi, I have a textured model and a light in my scene
level.compileAndStrip();
l = new Light(world);
l.setAttenuation(800);
l.setIntensity(200, 200, 200);
my light follows my camera
l.setPosition(camera.cam.getPosition());
I found though that because I was using one single poly for a huge wall, when I went near the center the wall lost all light, presumably because of how vertex lighting works, no light reached any of the corners.
So I split my wall into several individual peices (seperated by the beams running either way). attenuation is set to -1 in this screenshot. The result was fine for the middle parts, but the bottom and top row seem to be working the opposite way? Points nearest the camera, and so light source, are darkest?
(Also, does JPCT triangulate models when you load one in?)