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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-02-18 22:48:54 +0100
committerGitHub <noreply@github.com>2022-02-18 22:48:54 +0100
commitdfa5c5db12a16eedc16c0ecb86ab9f15406c70ae (patch)
treea480e4af6b9825ed138c4be30c6014ac9e1a8e97 /doc/classes
parent80495707de85447b3a67617d3138e50fb3974085 (diff)
parent9b5395dee0bac7223319d86df268db75a735f570 (diff)
Merge pull request #58291 from Calinou/doc-voxelgi-procedural-bake-deferred
Document that meshes and lights must be fully set up before baking VoxelGI
Diffstat (limited to 'doc/classes')
-rw-r--r--doc/classes/VoxelGI.xml1
1 files changed, 1 insertions, 0 deletions
diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml
index 788b4e1f17..55ba1c4934 100644
--- a/doc/classes/VoxelGI.xml
+++ b/doc/classes/VoxelGI.xml
@@ -21,6 +21,7 @@
<description>
Bakes the effect from all [GeometryInstance3D]s marked with [constant GeometryInstance3D.GI_MODE_STATIC] and [Light3D]s marked with either [constant Light3D.BAKE_STATIC] or [constant Light3D.BAKE_DYNAMIC]. If [code]create_visual_debug[/code] is [code]true[/code], after baking the light, this will generate a [MultiMesh] that has a cube representing each solid cell with each cube colored to the cell's albedo color. This can be used to visualize the [VoxelGI]'s data and debug any issues that may be occurring.
[b]Note:[/b] [method bake] works from the editor and in exported projects. This makes it suitable for procedurally generated or user-built levels. Baking a [VoxelGI] node generally takes from 5 to 20 seconds in most scenes. Reducing [member subdiv] can speed up baking.
+ [b]Note:[/b] [GeometryInstance3D]s and [Light3D]s must be fully ready before [method bake] is called. If you are procedurally creating those and some meshes or lights are missing from your baked [VoxelGI], use [code]call_deferred("bake")[/code] instead of calling [method bake] directly.
</description>
</method>
<method name="debug_bake">