public class VRDirectionalLightShadowRenderer extends DirectionalLightShadowRenderer
lambda, light, points, shadowCam, splits, splitsArrayassetManager, debug, dispPic, dummyTex, edgeFilteringMode, edgesThickness, fadeInfo, fadeLength, forcedRenderState, frustumCam, lightReceivers, lightViewProjectionsMatrices, logger, matCache, nbShadowMaps, needsfallBackMaterial, postshadowMat, postTechniqueName, preshadowMat, prof, renderBackFacesShadows, renderManager, shadowCompareMode, shadowFB, shadowIntensity, shadowMapOccluders, shadowMaps, shadowMapSize, skipPostPass, viewPort, zFarOverride| Constructor and Description |
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VRDirectionalLightShadowRenderer(AssetManager assetManager,
int shadowMapSize,
int nbSplits)
Create a OculusDirectionalLightShadowRenderer More info on the technique at http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
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| Modifier and Type | Method and Description |
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VRDirectionalLightShadowRenderer |
clone() |
checkCulling, clearMaterialParameters, cloneFields, doDisplayFrustumDebug, getLambda, getLight, getOccludersToRender, getReceivers, getShadowCam, initFrustumCam, isEnabledStabilization, read, setEnabledStabilization, setLambda, setLight, setMaterialParameters, updateShadowCams, writecleanup, createFrustum, displayDebug, displayFrustum, displayShadowMap, getEdgeFilteringMode, getEdgesThickness, getNumShadowMaps, getPreShadowForcedRenderState, getShadowCompareMode, getShadowIntensity, getShadowMapSize, getShadowZExtend, getShadowZFadeLength, initForcedRenderState, initialize, isFlushQueues, isInitialized, isRenderBackFacesShadows, jmeClone, postFrame, postQueue, preFrame, renderShadowMap, reshape, setEdgeFilteringMode, setEdgesThickness, setFlushQueues, setPostShadowMaterial, setPostShadowParams, setProfiler, setRenderBackFacesShadows, setShadowCompareMode, setShadowIntensity, setShadowZExtend, setShadowZFadeLengthpublic VRDirectionalLightShadowRenderer(AssetManager assetManager, int shadowMapSize, int nbSplits)
assetManager - the application asset managershadowMapSize - the size of the rendered shadowmaps (512,1024,2048,
etc...)nbSplits - the number of shadow maps rendered (the more shadow maps
the more quality, the less fps).public VRDirectionalLightShadowRenderer clone()
clone in class java.lang.Object