/** * Creates a SpotLight Shadow Filter * * @param assetManager the application asset manager * @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048, * etc...) the more quality, the less fps). */ public SpotLightShadowFilter(AssetManager assetManager, int shadowMapSize) { super(assetManager, shadowMapSize, new SpotLightShadowRenderer(assetManager, shadowMapSize)); }
rootNode.addLight(pl); SpotLightShadowRenderer shadows = new SpotLightShadowRenderer(assetManager, 1024); shadows.setLight(sl); shadows.setShadowIntensity(0.3f);
rootNode.addLight(lamp_light); SpotLightShadowRenderer slsr = new SpotLightShadowRenderer(assetManager, 512); slsr.setLight(spot); slsr.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
final SpotLightShadowRenderer slsr = new SpotLightShadowRenderer(assetManager, 512); slsr.setLight(spot); slsr.setShadowIntensity(0.5f);
/** * Creates a SpotLight Shadow Filter * * @param assetManager the application asset manager * @param shadowMapSize the size of the rendered shadowmaps (512,1024,2048, * etc...) the more quality, the less fps). */ public SpotLightShadowFilter(AssetManager assetManager, int shadowMapSize) { super(assetManager, shadowMapSize, new SpotLightShadowRenderer(assetManager, shadowMapSize)); }
rootNode.addLight(spotLight); slsr = new SpotLightShadowRenderer(assetManager, SHADOWMAP_SIZE); slsr.setLight(spotLight); slsr.setEdgeFilteringMode(EdgeFilteringMode.PCF4);