Package com.jme3.shadow
package com.jme3.shadow
simulate shadows using filters or renderers
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ClassDescriptionAbstractShadowFilter<T extends AbstractShadowRenderer>Generic abstract filter that holds common implementations for the different shadow filtersAbstractShadowFilterVR<T extends AbstractShadowRendererVR>Generic abstract filter that holds common implementations for the different shadow filters.abstract shadow renderer that holds commons feature to have for a shadow rendererAbstract shadow renderer that holds commons feature to have for a shadow renderer.Deprecated.Specifies the shadow comparison modeThis Filter does basically the same as a DirectionalLightShadowRenderer except it renders the post shadow pass as a fullscreen quad pass instead of a geometry pass.This Filter does basically the same as a DirectionalLightShadowRenderer except it renders the post shadow pass as a fullscreen quad pass instead of a geometry pass.DirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping technique (pssm)
It splits the view frustum in several parts and compute a shadow map for each one.
splits are distributed so that the closer they are from the camera, the smaller they are to maximize the resolution used of the shadow map.
This results in a better quality shadow than standard shadow mapping.
for more information on this read https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch10.htmlDirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping technique (pssm)
It splits the view frustum in several parts and compute a shadow map for each one.
splits are distributed so that the closer they are from the camera, the smaller they are to maximize the resolution used of the shadow map.
This results in a better quality shadow than standard shadow mapping.
for more information on this read http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.htmlShadowEdgeFiltering
specifies how shadows are filteredAn instanced version of thedirectional light shadow filter
.This Filter does basically the same as a PointLightShadowRenderer except it renders the post shadow pass as a fullscreen quad pass instead of a geometry pass.PointLightShadowRenderer renders shadows for a point lightDeprecated.Deprecated.Deprecated.Deprecated.Includes various useful shadow mapping functions.Includes various useful shadow mapping functions.OccludersExtractor is a helper class to collect splitOccluders from scene recursively.This Filter does basically the same as a SpotLightShadowRenderer except it renders the post shadow pass as a fullscreen quad pass instead of a geometry pass.SpotLightShadowRenderer renderer use Parallel Split Shadow Mapping technique (pssm)
It splits the view frustum in several parts and compute a shadow map for each one.
splits are distributed so that the closer they are from the camera, the smaller they are to maximize the resolution used of the shadow map.
This results in a better quality shadow than standard shadow mapping.
for more information on this read http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.htmlDirectionalLightShadowRenderer renderer use Parallel Split Shadow Mapping technique (pssm)
It splits the view frustum in several parts and compute a shadow map for each one.
splits are distributed so that the closer they are from the camera, the smaller they are to maximize the resolution used of the shadow map.
This results in a better quality shadow than standard shadow mapping.
for more information on this read http://http.developer.nvidia.com/GPUGems3/gpugems3_ch10.html
DirectionalLightShadowRenderer
with one split.