From eb52b9599706ba98115f694a98763a8a5dd29e8a Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 3 Feb 2023 12:08:28 +0100 Subject: Document visibility AABB caveats with decals, reflection probes and lights This is required in rendering methods that don't use clustering to check which meshes should be affected by decals, reflection probes and lights. --- doc/classes/SpotLight3D.xml | 1 + 1 file changed, 1 insertion(+) (limited to 'doc/classes/SpotLight3D.xml') 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 @@ 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. $DOCS_URL/tutorials/3d/lights_and_shadows.html -- cgit v1.2.3