Deferred Shading and attenuation
问题 Recently I added deferred shading support in my engine; however I ran into some attenuation issues: As you can see, when I'm rendering the light volume (sphere), it doesn't blend nicely with the ambient part of the image ! Here is how I declare my point light: PointLight pointlight; pointlight.SetPosition(glm::vec3(0.0, 6.0, 0.0)); pointlight.SetIntensity(glm::vec3(1.0f, 1.0f, 1.0f)); Here is how I compute the light sphere radius: Attenuation attenuation = pointLights[i].GetAttenuation();