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I hate to admit that I'm only looking into this now, but even in the default state it's still crazy to see this in AIR. The only real issue I have at the moment is point lights lighting backgrounds at full blast. Not the most difficult thing to just fade the light's influnce into the background layers, but I'm sure I'm doing it wrong and wouldn't be able to easily have lights in the background, or be able to move lights on the z axis.
It would be nice to take light attenuation into account for point lights.
Here is a common way to compute the attenuation based on two parameters that LightSource could provide:
att = 1.0 / (1.0 + linearAttenuationCoeff*dist + quadraticAttenuationCoeff*dist*dist)
Further info: http://gamedev.stackexchange.com/questions/56897/glsl-light-attenuation-color-and-intensity-formula
Thanks a lot for this extension Daniel :)
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