diff --git a/README.md b/README.md index 65a5556..376f60d 100644 --- a/README.md +++ b/README.md @@ -3,7 +3,7 @@ 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. -Note that this is a _Work in progress_. It is recommended to wait for a first release. +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. ![plane_lines](images/lportal_boxrooms3.jpg) @@ -18,6 +18,8 @@ https://github.com/lawnjelly/lportal-demos _Feel free to leave suggestions / feature requests on the issue tracker, especially regarding ease of use._ ## Current status +I am currently working on the (optional) external baked lightmap workflow - exporting levels to blender for uvmapping and lightmapping. + 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):\