as materials and light sources are closely related, just let me go
sure about the SpotLight:
the dropOfRate controls the intensity grade for rays diverging from
the straight direction, so it is equivalent to the SPOT_EXPONENT
property of OpenGL (except that the range should be in 0.0 to 1.0 and
not 0.0 to 128.0), right?
There is no mechanism for distance attenuation of lights in VRML,
right?
thanks for enlighting me,
Michael