Have i miies some feature, or is the spot lighting calculation strange…
I want to make a rather larg spot, with smooth edges (pretty fast falloff) but that seams impossible, either i get a small spot, or i get jagged edges, and from what i read about it, that seams like the way they want it? No extention that adresses this problem?
either subdivide your geometry, or use RegisterCombiners/Pixel Shaders for your lighting
This seems to be what I am doing as well, but in my case, I am trying to achieve the same effect as a spotlight in DirectX where falloff is being taken into account only beyond an inner cone area which has the highest light intensity. I am a newbie to this, so appreciate if anyone can drop any advice if what i want to do is actually possible in openGL. And if the solution posted is kind of the only solution for me as well. Thanks so much.