Hello. It's been a while since I've been here. Well, I would like to request a simple fix for the lighting, in OpenGL & GLSL shader modes. Basically, light distance spans don't shrink like in scanline & raytracing mode. In fact, none of the light radius or distance range parameters even show up, in said OpenGL & GLSL modes. While spotlights might have their angles register, point and spotlight radiuses, or distance ranges, do not. Thus, a point light, all the way other there yonder, will bleed into the lighting of a distant area, and brighten up everything, well too much, when just a few are even present. This has messed me up, before, and I would like to get at least something closer to what you see in scanline mode, while manipulating the scene, itself, without having to preview a static image, I cannot move about in, all the time, or create, even, a simple test animation, which takes time.
And, really, the only fix, it would be, I think, is to shrink the spans of the lights, to what you've set them as, in these modes, a possibility, since games do it, all the time, in real-time. Thank you!