From 6795a2e05d213c15b34b4b24b19d9fd689d14f25 Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Mon, 23 Sep 2019 14:51:55 +0100 Subject: [PATCH] Update INSTRUCTIONS.md --- INSTRUCTIONS.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/INSTRUCTIONS.md b/INSTRUCTIONS.md index b389b03..aa6ddda 100644 --- a/INSTRUCTIONS.md +++ b/INSTRUCTIONS.md @@ -80,6 +80,9 @@ The bound should be stored as a MeshInstance child of the room, with a specific Although the bound will be treated as a convex hull at runtime, you don't have to be perfect when creating it because the geometry will be run through the quickhull algorithm. +### Ignore objects +You can optionally prevent objects being added to LPortal internal room system (so they will not be culled to the planes). To do this, their name should begin with 'ignore_'. Note this is only relevant for objects derived from VisualInstance, LPortal ignores all non-visual instance objects. However note that these objects will still be culled when entire rooms are hidden by LPortal. + ### DOBs (Dynamic objects) While most of the world in the room portal is assumed to be static (non-moving), you will inevitably want some objects to move around in the scene. These objects that can move _between_ rooms are special, the visibility system has to keep track of which room they are in in order to render them correctly.