On Fri, 3 Jan 2020 22:21:01 GMT, Kevin Rushforth <[email protected]> wrote:
>> The issue is that range and attenuation work on the pixel scale, not on the
>> node/shape scale. A node can be partially illuminated if only part of it is
>> within the range of the light. See the image in the comment above.
>
> Right. This needs to talk about pixels. Perhaps there is a way to make it
> more clear that we are talking about pixels that are part of a rendered
> Shape3D, but I don't have a good suggestion right now.
Maybe
A light source that radiates light equally in all directions away from itself.
The location of the light
source is a single point in space. The light affects {@code Shape3D}s in its
{@code scope}. Any
pixels in the light's {@code range} that belong to a {@code Shape3D} will be
illuminated by it according to the
computation specified in {@link PhongMaterial}.
The docs of `PhongMaterial` will need need to be updated too.
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PR: https://git.openjdk.java.net/jfx/pull/43