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I'm working on an auditorium scene for my game. I set all the lights up and did a quick model of the mesh, and rendered it. It came out all right, but when I went into the game engine and started it, only two or three of the lights actually pointed to where I wanted it. Why?

Blend file at pasteall.org

Blender Internal: Blender Internal Image

Game Engine: Game Engine Screenshot

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Try using GLSL shading instead of multitexture.

enter image description here

Multitexture shading shades the mesh per vertex. Since your object doesn't have many vertices where the lights should be illuminating, the results are misleading.

If you subdivide your mesh a lot, multitexture gives a more predictable result, but not as nice as GLSL:

enter image description here

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    $\begingroup$ This worked! I also had to set my view-port shading to Texture for this to work, which caught me for a second. Do you mind explaining why multi-texture gave me such funky results? $\endgroup$ Commented Jul 1, 2014 at 21:32
  • $\begingroup$ @KevinJohnson Yes, the game engine uses the viewport shading setting (to some extent). I updated my answer. $\endgroup$
    – gandalf3
    Commented Jul 1, 2014 at 22:42

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