/** * Creates a PSSM 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 manager the application asset manager * @param size 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 PssmShadowFilter(AssetManager manager, int size, int nbSplits) { super("Post Shadow"); material = new Material(manager, "Common/MatDefs/Shadow/PostShadowFilter.j3md"); pssmRenderer = new PssmShadowRenderer(manager, size, nbSplits, material); pssmRenderer.needsfallBackMaterial = true; }
/** * Creates a PSSM 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 manager the application asset manager * @param size 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 PssmShadowFilter(AssetManager manager, int size, int nbSplits) { super("Post Shadow"); material = new Material(manager, "Common/MatDefs/Shadow/PostShadowFilter.j3md"); pssmRenderer = new PssmShadowRenderer(manager, size, nbSplits, material); pssmRenderer.needsfallBackMaterial = true; }