mirror of
https://github.com/Relintai/godot-lportal.git
synced 2024-11-11 10:52:09 +01:00
Update README.md
This commit is contained in:
parent
98cc6c8791
commit
4269bd210a
@ -23,9 +23,7 @@ I'm now working again on dynamic lights and realtime lighting: \
|
||||
https://www.youtube.com/watch?v=1WT5AXZlsDc \
|
||||
I've got dynamic lights and culling shadow casters to camera frustum working which should speed things up quite a bit. This is not in the master branch yet, still work in progress.
|
||||
|
||||
With realtime I am looking at allowing almost any of the objects within a room to move around ... thus the distinction would be between DOBs (that move between rooms), SOBs (that move within rooms) and truly static SOBs that don't move at all.
|
||||
|
||||
I'll probably add a flag so a light can be static and the static shadow casters for that light can be merged into one optimized mesh.
|
||||
Am currently working on global directional lights (think the sun). Global lights don't emanate from a room, therefore they must be handled differently in order to avoid having *every* object as a shadow caster. I'm doing this by allowing the user to specify 'areas', which are groups of rooms, and the global light when registered will affect an area (e.g. 'area_outside').
|
||||
|
||||
## Roadmap
|
||||
* Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE
|
||||
|
Loading…
Reference in New Issue
Block a user