Added documentation for attenuation.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1042 dfc29bdd-3216-0410-991c-e03cc46cb475master
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@ -55,7 +55,8 @@ struct SLight
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/** For details how to use specular highlights, see SMaterial::Shininess */
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SColorf SpecularColor;
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//! Attenuation factors
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//! Attenuation factors (constant, linear, quadratic)
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/** Changes the light strength fading over distance */
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core::vector3df Attenuation;
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//! Radius of light. Everything within this radius be be lighted.
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