v3f closest;
closest_point_aabb( light->transform.co, bbx, closest );
- float dist = v3_dist( closest, light->transform.co ),
- influence = 1.0f/(dist+1.0f);
+ f32 dist2 = v3_dist2( closest, light->transform.co );
- if( dist > light->range )
+ if( dist2 > light->range*light->range )
continue;
+ f32 dist = sqrtf(dist2),
+ influence = 1.0f/(dist+1.0f);
+
if( light->type == k_light_type_spot){
v3f local;
m4x3_mulv( light->inverse_world, center, local );