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@@ -9,7 +9,7 @@
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[b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices.
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[b]Performance:[/b] [LightmapGI] provides the best possible run-time performance for global illumination. It is suitable for low-end hardware including integrated graphics and mobile devices.
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[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
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[b]Note:[/b] Due to how lightmaps work, most properties only have a visible effect once lightmaps are baked again.
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[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not supported, as these cannot store UV2 data required for baking.
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[b]Note:[/b] Lightmap baking on [CSGShape3D]s and [PrimitiveMesh]es is not supported, as these cannot store UV2 data required for baking.
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- [b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL.
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+ [b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL. Additionally, [LightmapGI] rendering is not currently supported when using the OpenGL backend (Compatibility).
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Using Lightmap global illumination">$DOCS_URL/tutorials/3d/global_illumination/using_lightmap_gi.html</link>
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<link title="Using Lightmap global illumination">$DOCS_URL/tutorials/3d/global_illumination/using_lightmap_gi.html</link>
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