To receive lighting, objects must be decorated by a LightListCallback. Light list callbacks must be added via node->addCullCallback(new LightListCallback). Once a light list callback is added to a node, that node and all its child nodes can receive lighting.
- The placement of these LightListCallbacks affects the granularity of light lists. Having too fine grained
- light lists can result in degraded performance. Too coarse grained light lists can result in lights no longer rendering when the size of a light list exceeds the OpenGL limit on the number of concurrent lights (8). A good starting point is to attach a LightListCallback to each game object's base node.
- Note
- Not thread safe for CullThreadPerCamera threading mode.