Hi,
Thanks for the reply.
In all the screenshots I've shown below, the following settings are used:
buffer.enableRenderer(IRenderer.RENDERER_OPENGL, IRenderer.MODE_OPENGL);
Config.fadeoutLight = true;
Config.linearDiv = 100;
Config.farPlane = 500;
theWorld.getLights().setOverbrightLighting(Lights.OVERBRIGHT_LIGHTING_DISABLED);
theWorld.getLights().setRGBScale(Lights.RGB_SCALE_2X);
theWorld.setFogging(World.FOGGING_ENABLED);
theWorld.setFogParameters(500, 0, 0, 0);
(Not sure whether fogging has any relevance here or not)
The first screenshot shows what happens when I have discard distance at 350, ambient light at 25, 25, 25 and a single light source:
theWorld.addLight(new SimpleVector(54, 0, -228), 50, 50, 100)
As you can see, the walls on the left and right are lit, but none of the other walls are. Despite the fact that the light source should be in the center of the area (assuming I've placed it correctly)
This second screenshot is another view of the first screenshot
Third screenshot occurs when I then set the discard distance to -1. Suddenly the back wall becomes blue. Although the floor still remains unlit. Again, the distance from the light source to the floor should be much smaller than to the wall with the arches - yet they get lit and the floor does not.
Finally, the fourth screenshot has the ambient light removed. The extra weirdness here (which is also present in the previous shot - albeit less obvious) is that the area between my two arches is not lit in the same way as the arches themselves, which again seems rather odd.