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# godot-lportal
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# godot-lportal
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Portal rendering / Occlusion culling module for Godot 3.2\
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Portal rendering / Occlusion culling module for Godot 3.2\
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You can now also use LPortal in single room mode to speed up culling in levels that have not been divided into rooms / portals!\
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Note that this is a _Work in progress_. It is recommended to wait for a first release.
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Note that this is a _Work in progress_. It is recommended to wait for a first release.
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
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
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@ -17,11 +18,11 @@ _Feel free to leave suggestions / feature requests on the issue tracker, especia
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## Current status
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## Current status
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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.
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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.
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I'm now working again on dynamic lights and realtime lighting: \
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Dynamic lights are now working, both global (directional lights) and local (omnis and spotlights):\
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https://www.youtube.com/watch?v=1WT5AXZlsDc \
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https://www.youtube.com/watch?v=1WT5AXZlsDc \
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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.
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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').
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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.
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## Roadmap
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## Roadmap
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* Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE
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* Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE
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@ -47,7 +48,9 @@ Am currently working on global directional lights (think the sun). Global lights
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* PVS (primary and secondary)
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* PVS (primary and secondary)
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## Instructions
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## Instructions
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See [INSTRUCTIONS.md](INSTRUCTIONS.md) and [TUTORIAL](https://github.com/lawnjelly/lportal-demos/tree/master/Tutorial-Simple)
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* [INSTRUCTIONS.md](INSTRUCTIONS.md)
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* [INSTRUCTIONS_SINGLEROOM.md](INSTRUCTIONS_SINGLEROOM.md)
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* [TUTORIAL](https://github.com/lawnjelly/lportal-demos/tree/master/Tutorial-Simple)
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## Installation
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## Installation
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You will need to compile Godot from source (for now). See:
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You will need to compile Godot from source (for now). See:
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