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# godot-lportal
Portal rendering / Occlusion culling module for Godot 3.2\
You can now also use LPortal in single room mode to speed up culling in levels that have not been divided into rooms / portals!\
Note that this is a _Work in progress_. It is recommended to wait for a first release.
![plane_lines](images/lportal_boxrooms3.jpg)
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## Current status
The first demo tutorial (see above) is now working with the internal godot baked lightmap workflow. It shows registering dynamic objects (DOBs), loading and unloading levels.
I'm now working again on dynamic lights and realtime lighting: \
Dynamic lights are now working, both global (directional lights) and local (omnis and spotlights):\
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.
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').
I have just added a single room mode, which allows LPortal to speed up culling in games that haven't even been designed as rooms and portals.
## Roadmap
* Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE
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* PVS (primary and secondary)
## Instructions
See [INSTRUCTIONS.md](INSTRUCTIONS.md) and [TUTORIAL](https://github.com/lawnjelly/lportal-demos/tree/master/Tutorial-Simple)
* [INSTRUCTIONS.md](INSTRUCTIONS.md)
* [INSTRUCTIONS_SINGLEROOM.md](INSTRUCTIONS_SINGLEROOM.md)
* [TUTORIAL](https://github.com/lawnjelly/lportal-demos/tree/master/Tutorial-Simple)
## Installation
You will need to compile Godot from source (for now). See: