Alright! I had a chat with the experts and I now have a clearer picture.
Anyone please correct me if what I say is incorrect:

- First of all, this is not a bug! Directional lights simulate light sources
placed at infinite distances, they are correct in ignoring the objects'
position with this in mind.
- What you need though is a PointLight, BUT the engine's standard shading
materials will not work with this type of light (ShaidngColorMaterial,
PhongColorMaterial, etc). These will simply not react to point lights.
- Good news is that the latest pixel bender based shading materials do react
to them. This is cool also because their performance is way higher than
standard shading materials, even being bitmap based.

CONCLUSION then: Look in Away3d.com for examples on these latest PB shaders
and use them with point lights, you should get exactly what you want. I had
a go at this myself and i found them to be very easy to implement.

This topic does bring up a couple of confusing areas in the engine. We're
taking note of this and will review materials and light and hopefully make
it clearer in the future.

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