Update INSTRUCTIONS_SINGLEROOM.md

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@ -49,17 +49,8 @@ LRoomManager.rooms_set_camera($Camera)
There are some extra considerations for lighting, especially moving lights. Please see the main [INSTRUCTIONS.md](INSTRUCTIONS.md) for more detail. There are some extra considerations for lighting, especially moving lights. Please see the main [INSTRUCTIONS.md](INSTRUCTIONS.md) for more detail.
### Omni and Spot Lights ### Omni and Spot Lights
Omnis and Spot lights should be placed in the room. If they are non-moving, that is all that is required. If they are moving lights there is an extra step required for them to cull correctly: Omnis and Spot lights should be placed in the room. They can be dynamic.
1) After converting the level, you should call:
```
# where node_my_light is your light node (use e.g. the Godot find_node function)
$LRoomManager.dynamic_light_register(node_my_light)
```
2) Upon moving or rotating the light you should call:
```
$LRoomManager.dynamic_light_update(node_my_light)
```
### Directional Lights ### Directional Lights
Directional lights are not associated with a room, so should be added to the scene graph OUTSIDE the room. To tell LPortal to use them in culling you should call: Directional lights are not associated with a room, so should be added to the scene graph OUTSIDE the room. To tell LPortal to use them in culling you should call:
``` ```