/** * Creates a DirectionalLightShadowFilter Shadow Filter More info on the * technique at <a * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a>. * @param assetManager the application asset manager * @param shadowMapSize the size of the rendered shadowmaps (512, 1024, 2048, etc...) * @param nbSplits the number of shadow maps rendered (the more shadow maps the more quality, the less fps). * @param useMatDef the material to attach to this filter. */ public DirectionalLightShadowFilterVR(AssetManager assetManager, int shadowMapSize, int nbSplits, String useMatDef) { super(assetManager, shadowMapSize, new DirectionalLightShadowRendererVR(assetManager, shadowMapSize, nbSplits), useMatDef); }
/** * Creates a DirectionalLightShadowFilter Shadow Filter More info on the * technique at <a * href="http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html">http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html</a> * * @param assetManager the application asset manager * @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048, * etc...) * @param nbSplits the number of shadow maps rendered (the more shadow maps * the more quality, the less fps). */ public DirectionalLightShadowFilterVR(AssetManager assetManager, int shadowMapSize, int nbSplits) { super(assetManager, shadowMapSize, new DirectionalLightShadowRendererVR(assetManager, shadowMapSize, nbSplits)); }