return new OffsetState(); case Shading: return new ShadingState(); case Stencil: return new StencilState();
private static Mesh createMesh() { // create a triangle strip of 8 triangles. final Mesh mesh = new Mesh(); mesh.getMeshData().setVertexCoords(new FloatBufferData(BufferUtils.createVector2Buffer(8), 2)); mesh.getMeshData().setColorBuffer(BufferUtils.createColorBuffer(8)); mesh.getMeshData().setIndexMode(IndexMode.TriangleStrip); final IndexBufferData<?> indices = BufferUtils.createIndexBufferData(10, 7); indices.put(new int[] { 0, 1, 2, 3, 4, 5, 6, 7, 0, 1 }); mesh.getMeshData().setIndices(indices); // set up alpha blending. final BlendState blend = new BlendState(); blend.setBlendEnabled(true); blend.setSourceFunction(SourceFunction.SourceAlpha); blend.setDestinationFunction(DestinationFunction.OneMinusSourceAlpha); mesh.setRenderState(blend); // use flat shade so our borders will have a solid color. final ShadingState shading = new ShadingState(); shading.setShadingMode(ShadingMode.Flat); mesh.setRenderState(shading); mesh.updateWorldRenderStates(false); return mesh; } }
_shadowOffsetState.setUnits(4.0f); _flat = new ShadingState(); _flat.setShadingMode(ShadingMode.Flat);