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Portal rendering / culling module for Godot
CoBitField_Dynamic.cpp | ||
CoBitField_Dynamic.h | ||
config.py | ||
LICENSE | ||
lportal.cpp | ||
lportal.h | ||
lroom_manager.cpp | ||
lroom_manager.h | ||
lroom.cpp | ||
lroom.h | ||
README.md | ||
register_types.cpp | ||
register_types.h | ||
SCsub |
godot-lportal
Portal rendering module for Godot
Work in progress, not yet functional
Roadmap
- Auto conversion of named room spatials and portal mesh instances to LRoom and LPortal DONE
- Auto creation of mirror portals DONE
- Recursive determine visibility PARTIAL
- (basic function works, culls backward pointing portals, tomorrow add clipping planes formed by portal edge and camera)
- Investigate multiple passes (shadows, lights)