# Scene lights configuration file
 
#
 
# Ambient light is a global, scene-wide parameter. Only one ambient light value is admissible.
 
# Table reflection alpha ranges from 0 to 255 (0 = no reflection, 255 = full mirror).
 
#
 
# The materials can be one of those listed in the 3D engine's materials.cfg file.
 
#
 
# Lights can be of type directional (like the sun), point (a light bulb) or spot (flashlight beam).
 
# The attenuation formula for point lights is :
 
#    Atten = 1 / (att0 + (att1 * d) + (att2 * d²))
 
# In spot lights, Phi is the outer cone angle. Theta is the inner cone angle.
 
# Cone widths are to be specified in degrees.
 
#
 
# Lights and colors are specified as: Red, Green, Blue (ranging from 0 to 255)
 
# Sources and directions are specified as: X, Y, Z (Z being the vertical axis)
 
# Attenuations are specified as: att0, att1, att2
 
# Cone widths are specified as: inner, outer
 
#
 
# Directional lights need: type, color, direction.
 
# Point lights need: type, color, source, range, attenuation
 
# Spot lights need: type, color, source, direction, range, attenuation, cone
 
# Warning : avoid spot lights which are CPU and GPU-intensive.
 
# 
 
# Leave empty fields that are not relevant for each particular light type
 
 
 
[global]
 
ambient light = 50, 50, 50
 
board material = "polish"
 
table material = "polish"
 
table reflection alpha = 25
 
black material = "new varnish"
 
white material = "new varnish"
 
 
 
[light 1]
 
type = directional
 
color = 100, 100, 100
 
source = 
 
direction = -1, -0.3, -1
 
range = 
 
attenuation = 
 
cone = 
 
 
 
[light 2]
 
type = point
 
color = 255, 255, 255
 
source = 0, 0, 15
 
direction = 
 
range = 200
 
attenuation = 0, 0.03, 0
 
cone =