diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index 923cb45765d..105a17b13c8 100644 --- a/doc/classes/OmniLight.xml +++ b/doc/classes/OmniLight.xml @@ -5,6 +5,7 @@ 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. https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html diff --git a/doc/classes/SpotLight.xml b/doc/classes/SpotLight.xml index 032830671f0..5ea3cbfd6be 100644 --- a/doc/classes/SpotLight.xml +++ b/doc/classes/SpotLight.xml @@ -5,6 +5,7 @@ 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. https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html