# 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 = 255, 255, 255
board material = "polish"
table material = "polish"
table reflection alpha = 50
black material = "new varnish"
white material = "new varnish"
[light 1]
type = point
color = 245, 245, 245
source = 30,0, 40
direction =
range = 400
attenuation = 0, 0.010 , 0
cone =