/** * @param useSceneTexturing * True if we want to factor in texturing to shadows; useful for casting shadows against alpha-tested * textures. Default is false. */ public void setUseSceneTexturing(final boolean useSceneTexturing) { _useSceneTexturing = useSceneTexturing; if (_shadowMapRenderer != null) { if (!_useSceneTexturing) { _shadowMapRenderer.enforceState(_noTexture); } else { _shadowMapRenderer.clearEnforcedState(RenderState.StateType.Texture); } } }
/** * @param useObjectCullFace * True if we want to use the culling set on the objects instead of always culling front face (which is * done for shadow precision). Default is false. */ public void setUseObjectCullFace(final boolean useObjectCullFace) { _useObjectCullFace = useObjectCullFace; if (_shadowMapRenderer != null) { if (!_useObjectCullFace) { _shadowMapRenderer.enforceState(_cullFrontFace); } else { _shadowMapRenderer.clearEnforcedState(StateType.Cull); } } }
_shadowMapRenderer.enforceState(_noClip); _shadowMapRenderer.enforceState(_colorDisabled); if (!_useObjectCullFace) { _shadowMapRenderer.enforceState(_cullFrontFace); } else { _shadowMapRenderer.clearEnforcedState(StateType.Cull); _shadowMapRenderer.enforceState(_noLights); _shadowMapRenderer.enforceState(_flat); _shadowMapRenderer.enforceState(_shadowOffsetState); if (!_useSceneTexturing) { _shadowMapRenderer.enforceState(_noTexture); } else { _shadowMapRenderer.clearEnforcedState(RenderState.StateType.Texture);