blender/source
Jack Andersen 861616bf69 Full Inverse-Quadratic-Equation Lamp Falloff
This patch adds a new `falloff_type` ('Inverse Coefficients') for Lamps in
Blender-Internal and GLSL.

The current falloff modes use a formula like this inverse-square one:

`I = E × (D^2 / (D^2 + Q × r^2))`

While such a formula is simple for 3D-artists to use, it's algebraically
cumbersome to work with. Game-designers authoring their own shaders
could benefit much more by having direct control of falloff-coefficients:

`I = E × (1.0 / (coefC + coefL × r + coefQ × r^2))`

In this mode, the `distance` parameter is unused (except for 'Sphere'
mode); instead relying on the designer to mathematically-model the
falloff-behavior.

The UI has been patched like so:
{F153843}

Reviewers: brecht, psy-fi

Reviewed By: psy-fi

Subscribers: brita_, antidote, campbellbarton, psy-fi

Differential Revision: https://developer.blender.org/D1194
2016-03-13 02:05:36 +01:00
..
blender Full Inverse-Quadratic-Equation Lamp Falloff 2016-03-13 02:05:36 +01:00
blenderplayer Multi-View: Cycles - Spherical Stereo support (VR Panoramas) 2016-03-10 09:28:29 -03:00
creator Include requests' cacert.pem file 2016-03-11 07:58:05 +01:00
gameengine Full Inverse-Quadratic-Equation Lamp Falloff 2016-03-13 02:05:36 +01:00
CMakeLists.txt Move tests into tests/ top-level dir 2014-06-18 22:03:46 +10:00