I have a little problem. I have my camera inside a tunnel system. The only light is a light scene node that is at the same position as the camera. The radius of this light does not reach as far as the end of the tunnel. Yet the wall at the end of the tunnel is shining back at me, bright white. Screenshot here:
Naturally, I don't know why that wall is white. Except I am sure that either my model is broken (drawn in Blender, imported as a .3ds file), or my code is broken. At first I thought the issue may have been with the Specular and Mirror colour settings for the wall, but I played with both to no avail. And they are the same as the side walls, the floor and the ceiling. Any ideas?
I see you draw with OpenGL. In that case, did you set light range with Radius parameter or Attenuation? OpenGL ignores Radius parameter you have to set light range with Attenuation. hybrid was posting formula to calculate attenuation from range in some post here.
If I use attenutation, the far wall is no longer bright white, but it's still the brightest object in the tunnel, even though it's well outside the light radius. So it seems that OpenGL/radius is only part of my problem.
Try also tesselating tunnel walls. Usually all lighting is per-vertex and then lightness values are interpolated over whole triangle. If a triangle is too stretched, lighting will never be correct.