From 4269bd210a173ec7b86b454e5c13532869c148a9 Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Mon, 18 Nov 2019 09:19:48 +0000 Subject: [PATCH] Update README.md --- README.md | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/README.md b/README.md index b836b76..07c01b9 100644 --- a/README.md +++ b/README.md @@ -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