From 9b8a614ca38642a52dc7673cef2370539f86653e Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Tue, 19 Nov 2019 11:40:00 +0000 Subject: [PATCH] Update INSTRUCTIONS.md --- INSTRUCTIONS.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/INSTRUCTIONS.md b/INSTRUCTIONS.md index ff1cc76..91cc164 100644 --- a/INSTRUCTIONS.md +++ b/INSTRUCTIONS.md @@ -443,6 +443,8 @@ void fragment() { } ``` +11) In your final running level, I currently would recommend that if you have a BakedLightmap node present, to hide it. The BakedLightmap node does allow dynamically changing the lightness of meshes as you move them around the level (as it stores a rough 3d array of voxel lighting levels) HOWEVER it may also apply this to the background meshes, which can result in considerable performance loss / visual anomalies. This recommendation may change if I find a way of getting the first effect without the second. + ### Command reference _(There is a full reference available from the help section in the IDE under 'LRoomManager')_ * `rooms_convert()` - prepare lportal for rendering