Egon, would you mind giving me the source to your version? It's only fair since I gave you mine. ; )
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Show posts Menu//In the game loop:
shadows.setCenter(batman.model.get(0).getTransformedCenter());
shadows.updateShadowMap(theWorld, buffer, camera);
//The setup:
private void setupShadows() {
shadows = new ShadowMapper(1024);
shadows.setLightDirection(new SimpleVector(.2f, .4f, -.3f));
shadows.setShadowArea(360f);//120f
shadows.setShadowBias(0.00f);
shadows.setShadowDarkness(0.50f);
shadows.setCenter(batman.model.get(0).getTransformedCenter());
// ALL visible objects must be casters
for (Object3D part : batman.model)
shadows.addCaster(part);
shadows.addCaster(batman.cape);
for (Object3D part : joker.model)
shadows.addCaster(part);
shadows.addCaster(catwoman);
shadows.addCaster(batmobile.hull);
shadows.addCaster(grappleTarget);
shadows.addReceiver(ground);
for (Object3D obj : cityObjects)
shadows.addReceiver(obj);
}
// After you have moved the camera or otherwise changed the viewport size:
GL11.glDisable(GL11.GL_SCISSOR_TEST); // make sure the old scissor is gone
GL11.glViewport(0, 0, canvas.getWidth(), canvas.getHeight());
GL11.glEnable(GL11.GL_SCISSOR_TEST); // re‑enable with the *new* dimensions
GL11.glScissor(0, 0, canvas.getWidth(), canvas.getHeight());
fullScreenOverlay = new Overlay(theWorld, 0, 50, (int)(buffer.getWidth()), (int)(buffer.getHeight()-50), "FullInterface");
fullScreenOverlay.setTransparencyMode(Object3D.TRANSPARENCY_MODE_DEFAULT);
fullScreenOverlay.setTransparency(250);
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