It's actually pretty simple:
VP previously -always- had two lightsources enabled, but both were hardwired to be directional lightsources (basically like infinetly far away lightsources, is nowadays still used in games/rendering from time to time to "emulate" f.e. sun-lighting) that had fixed orientation, so already this was screwed up as soon as you tweaked table parameters like rotation. Then also the colors were hardcoded (to what you see if you open the "new" table for example), which also sucked extremeley IMHO.
Now you can tweak which lightsource type (point (uses pos), spotlight (uses pos and dir) or directional (uses dir)) and colors (unfortunately this is still an ancient lighting model with stupid parameter splitting into ambient, diffuse and specular) are used. And of course you can change pos and/or dir: both are in the same coordinate system as the table (i hope ..at least i tried), so x and y are the same as the table elements, z is correspondend to height.
As an example: if you create a directional light with dir 0,0,-1 (pos is not needed for directional) then you have a light that is exactly over the table and shining equally over the full table.
If you create a point light with pos 500, 1000, 400 (dir is not needed for point) then you have a light that is roughly in the middle of your table and floating near the virtual playfield glass (depends on the table dimensions of course) shining in all directions.
If you create a spot with pos 500, 1000, 400 and dir 0,0,-1 then you have a light similar to the point light, but only shining in a certain direction.
Edited by toxie, 22 April 2013 - 04:20 PM.