From 18bb1e2b1deb2bae75c20ab2632237ec5080daaa Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Wed, 20 Nov 2019 10:55:01 +0000 Subject: [PATCH] Update INSTRUCTIONS_SINGLEROOM.md --- INSTRUCTIONS_SINGLEROOM.md | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) diff --git a/INSTRUCTIONS_SINGLEROOM.md b/INSTRUCTIONS_SINGLEROOM.md index 9daeafb..37a358f 100644 --- a/INSTRUCTIONS_SINGLEROOM.md +++ b/INSTRUCTIONS_SINGLEROOM.md @@ -1 +1,14 @@ -test +# LPortal SingleRoom mode + +### About +Although LPortal is primarily designed for occlusion culling with rooms and portals, it also contains some optimizations to increase the accuracy of general culling (both for the camera and lights). While I couldn't easily integrate these into Godot 3.2 core (because of shadow map caching), they can still be used relatively simply with most 3d games via LPortal. + +### How does it work? +The optimizations speed up and increase the accuracy of general camera / light culling using several methods, especially the following: + +* Shadow casters are culled so that only those that affect the camera frustum are drawn to shadow maps +* Entire lights are culled if they do not affect the camera frustum +* Objects are culled / shown by detaching / attaching to the scene graph + +Note that these methods will primarily speed up rendering in games that use realtime lighting, rather than baked lighting. They aren't designed to work with GI probe and may produce artefacts (such as shadow popping) when used with GI probe. +