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@ -18,14 +18,16 @@ https://github.com/lawnjelly/lportal-demos
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_Feel free to leave suggestions / feature requests on the issue tracker, especially regarding ease of use._
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## Current status
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I am currently working on the (optional) external baked lightmap workflow - exporting levels to blender for uvmapping and lightmapping.
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As everything is now basically working, aside from bug fixing, my next stage is to build a demo game to show off the module and better test everything, probably a simple first person shooter.
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The external lightmapping workflow is now basically working, as described in the instructions. This allows a higher quality result than is currently possible with the Godot lightmapper. LPortal can export your level as a collada (dae) file which you can uv map and bake a lightmap in blender. Note that I'm not yet exporting the materials, I may add this later as this will enable the material colours and properties to affect the baked lightmap (e.g. a green wall will reflect green colour).
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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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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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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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I have 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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## Instructions
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* [OVERVIEW](OCCLUSION_CULLING.md)
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