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author | Yuri Sizov <11782833+YuriSizov@users.noreply.github.com> | 2023-02-04 21:36:25 +0300 |
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committer | GitHub <noreply@github.com> | 2023-02-04 21:36:25 +0300 |
commit | 373295fa1580d732ad3be427b77d0fa74dce37a1 (patch) | |
tree | 4ae94e907fca7cd15e0ce6f7fe98a5b64569e577 /doc/classes/SpotLight3D.xml | |
parent | 8753b07b0561cfc8debce8d84421d19120ea9b0b (diff) | |
parent | eb52b9599706ba98115f694a98763a8a5dd29e8a (diff) |
Merge pull request #72656 from Calinou/doc-decal-visibility-aabb
Document visibility AABB caveats with decals, reflection probes and lights
Diffstat (limited to 'doc/classes/SpotLight3D.xml')
-rw-r--r-- | doc/classes/SpotLight3D.xml | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 59d36aefab..9dff742748 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -5,6 +5,7 @@ </brief_description> <description> A Spotlight is a type of [Light3D] 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 [Light3D]. + [b]Note:[/b] When using the Mobile or Compatibility rendering methods, spot lights will only correctly affect meshes whose visibility AABB intersects with the light's AABB. If using a shader to deform the mesh in a way that makes it go outside its AABB, [member GeometryInstance3D.extra_cull_margin] must be increased on the mesh. Otherwise, the light may not be visible on the mesh. </description> <tutorials> <link title="3D lights and shadows">$DOCS_URL/tutorials/3d/lights_and_shadows.html</link> |