I found out in another thread that Dot3 materials don't support PointLight3D, so it looks like the DirectionalLight3D is my only option.
On Jun 7, 3:14 am, JoshAtRehab <[email protected]> wrote: > Hey Guys, > > I have a HoverCamera orbiting around a sphere and want to get my > DirectionalLight3D to follow the same path and cast it's light > directly onto the center of my sphere. > > I've made my DirectionalLight3D orbit the sphere on a slightly > shallower orbit and can see the position of the light within the scene > as I've set the debug to true, and it is following the camera's orbit > perfectly. However it doesn't cast it's light directly onto the center > of my sphere. I've tried using lookAt and playing around with the > lights rotation but can't seem to make any progress. > > A Dot3BitmapMaterial with a Normal map is the material I'm using and I > think this might be where the issue lies, because if I use a > PhongColorMaterial and the same code the light seems to be cast in > exactly the way I want it to be. > > I've also tried swapping out the DirectionalLight3D for a PointLight3D > but I can't get this to work at all with the Dot3BitmapMaterial I'm > using. > > If anyone has any bright ideas I'd really appreciate your help
