Document OmniLight/SpotLight rendering limitations
This commit is contained in:
parent
5e4a8abe24
commit
009bf148b3
2 changed files with 2 additions and 0 deletions
|
@ -5,6 +5,7 @@
|
|||
</brief_description>
|
||||
<description>
|
||||
An Omnidirectional light is a type of [Light] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters.
|
||||
[b]Note:[/b] Due to current rendering engine limitations, only 8 OmniLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 8 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
|
||||
|
|
|
@ -5,6 +5,7 @@
|
|||
</brief_description>
|
||||
<description>
|
||||
A Spotlight is a type of [Light] node that emits lights in a specific direction, in the shape of a cone. The light is attenuated through the distance. This attenuation can be configured by changing the energy, radius and attenuation parameters of [Light].
|
||||
[b]Note:[/b] Due to current rendering engine limitations, only 8 SpotLights may affect a single mesh [i]resource[/i] at once. Consider splitting your level into several meshes to decrease the likelihood that more than 8 lights will affect the same mesh resource. Splitting the level mesh will also improve frustum culling effectiveness, leading to greater performance.
|
||||
</description>
|
||||
<tutorials>
|
||||
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>
|
||||
|
|
Loading…
Reference in a new issue