From 5359aa785268f5e651463b04e98c6cb308291b35 Mon Sep 17 00:00:00 2001 From: lax1dude Date: Tue, 18 Jun 2024 18:47:29 -0700 Subject: [PATCH] Fix typo --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 45668f3..5a09130 100644 --- a/README.md +++ b/README.md @@ -130,7 +130,7 @@ To generate your own skybox, you must break the mesh into a top and bottom half, Make sure the origin point of the mesh (0, 0, 0) is in the center where the player is meant to view the inside of the skybox from. -## 'light-mesh-gen': Generate light_point.dat from OBJ for shader packs +## 'light-mesh-gen': Generate light_point_mesh.dat from OBJ for shader packs One of the tricks EaglercraftX 1.8 uses to speed up dynamic lighting in shaders is to draw a spherical mesh on the screen using a matrix that rescales it to only cover the pixels affected by the current dynamic light being rendered, and then only calculate lighting on those pixels. The mesh used for this trick is stored in a file called "light_point_mesh.dat".