[libgdx][box2dlights] Light renders "strange"

Hello guys.
I’ll keep it short. I think my problem is pretty obvious:

So, there are several problems. The light at the center is too bright and the light is shining through my player.
I tried nearly every config for the handler, but I can’t fix this issue.
Here is some code:

	public GameWorld() {
		world = new World(new Vector2(0, 0), false);
		
		RayHandler.setGammaCorrection(true);
		RayHandler.useDiffuseLight(true);
		handler = new RayHandler(world);
//		handler.setAmbientLight(0.2f, 0.2f, 0.2f, 1.f); The problem appears with ambient light, too.
		handler.setCulling(false);
//		handler.setShadows(true);
		handler.setBlurNum(1);
public void render() {
		Gdx.gl.glClearColor(0, 0, 0, 1);
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);	
		gw.update(Gdx.graphics.getDeltaTime());
		cam.update();
		cam.position.set(new Vector2(gw.player.getPosition().x,gw.player.getPosition().y),0);
		batch.setProjectionMatrix(cam.combined);
		batch.begin();
		//Render stuff
		batch.end();
		debugMatrix.set(cam.combined);
		debugMatrix.scale(BOX_WORLD_TO, BOX_WORLD_TO, 0);
		debugRenderer.render(gw.world, debugMatrix);
		gw.handler.setCombinedMatrix(debugMatrix, cam.position.x / BOX_WORLD_TO, cam.position.y / BOX_WORLD_TO, 800/BOX_WORLD_TO, 480/BOX_WORLD_TO);
		gw.handler.updateAndRender();
	}

Anyone some ideas, how this problem could be solved?
I’m sorry for my bad english.

Best regards,
SirObvious

Can you give screenshot with box2d debug renderer output visible.

Okay. The debug renderer was active in the first screenshot, but (because of the high intense light) it’s difficult to see.
Maybe this is better:

You can see a part of the player BoxBody. It’s in front of the sprite.

It has something to do with the attenuation. I don’t know if you can edit that in box2dlights because it’s been quite some time, but pitbuller should be able to tell you. He’s the developer of the library if you didn’t know.

@Slyth, yeah i knew that. After hours of googling this error, there was no way not to get that :smiley:

@Pitbuller, could you maybe take a look?

Show your light parameters?

Ah, I’m sorry:

  new PointLight(handler, 128, Color.CYAN, 5, 1.f, 3.f); 

But I also tried rays from 5 to 1000, there is no difference.

Use color with lower alpha.

Thanks, that helped : ) It’s fine now!