From b6cbce06212ed946ff6b957d51b6f3c9f4f76b3b Mon Sep 17 00:00:00 2001 From: lawnjelly Date: Thu, 28 Nov 2019 12:29:46 +0000 Subject: [PATCH] Update README.md --- README.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 84288f2..2f33ced 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,5 @@ # godot-lportal -Portal rendering / Occlusion culling module for Godot 3.2\ +Portal rendering / Occlusion culling module for Godot 3.2 You can either use LPortal as a full occlusion culling system if you can create your level as rooms and portals, or use it in a simplified single room mode to speed up culling in any 3d level. @@ -23,7 +23,7 @@ I am currently working on the (optional) external baked lightmap workflow - expo 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. Dynamic lights are now working, both global (directional lights) and local (omnis and spotlights):\ -https://www.youtube.com/watch?v=1WT5AXZlsDc \ +https://www.youtube.com/watch?v=1WT5AXZlsDc 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.