You're using vertex lighting - that's just how it works/looks.The most practical ways around it would be to either use a much finer resolution mesh (more vertices), or use shaders for per-pixel lighting. I'm guessing that the former would suit you better, since the later requires a much higher min-spec and would limit your potential market.
*edit: Ah, re-reading your question I see what you're asking now - falloff, not how coarse the lighting is.
Change:
mData.Attenuation0=1.0f;
To:
mData.Attenuation1=1.0f;


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The most practical ways around it would be to either use a much finer resolution mesh (more vertices), or use shaders for per-pixel lighting. I'm guessing that the former would suit you better, since the later requires a much higher min-spec and would limit your potential market.
It's another hampster ball game!!
