/** * Set the shadowIntensity, the value should be between 0 and 1, a 0 value * gives a bright and invisible shadow, a 1 value gives a pitch black * shadow, default is 0.7 * * @param shadowIntensity the darkness of the shadow */ final public void setShadowIntensity(float shadowIntensity) { shadowRenderer.setShadowIntensity(shadowIntensity); }
/** * set the post shadow material for this renderer * * @param postShadowMat */ protected final void setPostShadowMaterial(Material postShadowMat) { this.postshadowMat = postShadowMat; postshadowMat.setFloat("ShadowMapSize", shadowMapSize); for (int i = 0; i < nbShadowMaps; i++) { postshadowMat.setTexture(shadowMapStringCache[i], shadowMaps[i]); } setShadowCompareMode(shadowCompareMode); setEdgeFilteringMode(edgeFilteringMode); setShadowIntensity(shadowIntensity); }
plsr.setShadowIntensity(plsr.getShadowIntensity() + 0.1f); plsf.setShadowIntensity(plsf.getShadowIntensity() + 0.1f); plsr.setShadowIntensity(plsr.getShadowIntensity() - 0.1f); plsf.setShadowIntensity(plsf.getShadowIntensity() - 0.1f); shadowIntensityText.setText(INTENSITY_TEXT + plsr.getShadowIntensity());
setShadowIntensity(shadowIntensity); initForcedRenderState(); setRenderBackFacesShadows(isRenderBackFacesShadows());
/** * Set the shadowIntensity, the value should be between 0 and 1, a 0 value * gives a bright and invisible shadow, a 1 value gives a pitch black * shadow, default is 0.7 * * @param shadowIntensity the darkness of the shadow */ final public void setShadowIntensity(float shadowIntensity) { shadowRenderer.setShadowIntensity(shadowIntensity); }
/** * set the post shadow material for this renderer * * @param postShadowMat */ protected final void setPostShadowMaterial(Material postShadowMat) { this.postshadowMat = postShadowMat; postshadowMat.setFloat("ShadowMapSize", shadowMapSize); for (int i = 0; i < nbShadowMaps; i++) { postshadowMat.setTexture(shadowMapStringCache[i], shadowMaps[i]); } setShadowCompareMode(shadowCompareMode); setEdgeFilteringMode(edgeFilteringMode); setShadowIntensity(shadowIntensity); }
setShadowIntensity(shadowIntensity); initForcedRenderState(); setRenderBackFacesShadows(isRenderBackFacesShadows());