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@ -3,7 +3,7 @@ Portal rendering / Occlusion culling module for Godot 3.2\
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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.
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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_. Feel free to try out the latest version (master) but recognise that the API may change as I move towards first release.
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![plane_lines](images/lportal_boxrooms3.jpg)
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@ -18,6 +18,8 @@ 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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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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