From 7b4ea00218d70fa2b00a5b76b387547f1db2745e Mon Sep 17 00:00:00 2001 From: Enhex Date: Mon, 18 Mar 2024 01:52:20 +0200 Subject: [PATCH] Fix documentation for receiving light from light probes (cherry picked from commit 14ba478023bacdcbfc275592e7418f8eb7c814b4) --- doc/classes/GeometryInstance3D.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index b416daa48e2..bf9789cd88b 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -102,13 +102,13 @@ In other words, the actual mesh will not be visible, only the shadows casted from the mesh will be. - Disabled global illumination mode. Use for dynamic objects that do not contribute to global illumination (such as characters). When using [VoxelGI] and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections but the geometry will not be considered in GI baking. When using [LightmapGI], the object will receive indirect lighting using lightmap probes instead of using the baked lightmap texture. + Disabled global illumination mode. Use for dynamic objects that do not contribute to global illumination (such as characters). When using [VoxelGI] and SDFGI, the geometry will [i]receive[/i] indirect lighting and reflections but the geometry will not be considered in GI baking. Baked global illumination mode. Use for static objects that contribute to global illumination (such as level geometry). This GI mode is effective when using [VoxelGI], SDFGI and [LightmapGI]. - Dynamic global illumination mode. Use for dynamic objects that contribute to global illumination. This GI mode is only effective when using [VoxelGI], but it has a higher performance impact than [constant GI_MODE_STATIC]. When using other GI methods, this will act the same as [constant GI_MODE_DISABLED]. + Dynamic global illumination mode. Use for dynamic objects that contribute to global illumination. This GI mode is only effective when using [VoxelGI], but it has a higher performance impact than [constant GI_MODE_STATIC]. When using other GI methods, this will act the same as [constant GI_MODE_DISABLED]. When using [LightmapGI], the object will receive indirect lighting using lightmap probes instead of using the baked lightmap texture. The standard texel density for lightmapping with [LightmapGI].