   Light cutoff? [SOLVED]
  I have a little problem with a lights cuting off in my scene. The cutoff line appears to be parallel to the screen horizontal axis, and seems to pass through the point directly below the light. The side of this line nearest to the camera is entirely black - even though there is a global ambient light in effect on both sides of the line.http://ioj.com/v/rvsew - Link to image upload, couldn't get the direct link, sorry.These are the lights I've used:Light 0:Position: 0.0f 5.0f 0.0f 1.0fDiffuse Light: 0.6f 0.6f 0.6f 1.0fSpecular Light: 0.8f 0.8f 0.8f 1.0fSpotlight Cutoff: 45.0fSpotlight Direction:  0.0f 1.0f 0.0fSpotlight Exponent: 1.0fLight Model (Ambient):0.3f 0.3f 0.3f 1.0fMy shaders can be found here:http://kotfr.com/UPLOAD/spotlight.vert - Vertex shaderhttp://kotfr.com/UPLOAD/spotlight.frag - Fragment ShaderThese are used for rendering all objects in scene.Any help would be greatly apreciated! Many thanks!    - Sput[Edited by - LordSputnik on May 28, 2009 4:10:03 AM]
  What the- o_OI didn't pay attention to the code yet =P but is it me or the cut-off happens in the middle of the spotlight? Maybe the issues have something to do with that. It's a wild guess, but still.   ;  What happens if you move the camera?   ;  Nothing really if I move it, the area of the blackness still remains the same, less of it is visible to the Camera.However, if I rotate the camera, the blackness always rotates so that it is aligned to the horizontal axis of the screen.So, like:|\-/| |--|Where _ and \/ are the sides of the ground quad, and - is the edge of the blackness.   ;  Oh! Guys, sorry to have wasted your time...It seems that I was applying the Sptlight data to GL_LIGHT1, from some old code, instead of GL_LIGHT0. Works fine now!   