Merge pull request #42838 from Calinou/doc-omni-spot-light-limitations

Document OmniLight/SpotLight rendering limitations
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Rémi Verschelde 2020-10-16 09:23:23 +02:00 committed by GitHub
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</brief_description> </brief_description>
<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. 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> </description>
<tutorials> <tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>

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</brief_description> </brief_description>
<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]. 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> </description>
<tutorials> <tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link> <link>https://docs.godotengine.org/en/latest/tutorials/3d/lights_and_shadows.html</link>