public class VRDirectionalLightShadowRenderer extends DirectionalLightShadowRenderer
lambda, light, points, shadowCam, splits, splitsArray
assetManager, 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 an 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, write
cleanup, 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, setPostShadowMaterial, setPostShadowParams, setProfiler, setRenderBackFacesShadows, setShadowCompareMode, setShadowIntensity, setShadowZExtend, setShadowZFadeLength
public 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 (More shadow maps
result in higher quality, fewer fps.)public VRDirectionalLightShadowRenderer clone()
clone
in class java.lang.Object