public TestOurIsland() { scene = new Node("scene"); shadowPass = new ShadowedRenderPass(); shadowPass.setRenderShadows(true); shadowPass.setLightingMethod(ShadowedRenderPass.LightingMethod.Modulative); // stencil buffer needed for shadows stencilBits = 8; // no texture compression by default - looks damn ugly! TextureManager.COMPRESS_BY_DEFAULT = false; }
private void setupRenderPasses() { pManager.add(ocean.getWaterRenderPass()); RenderPass rootPass = new RenderPass(); rootPass.add(sky); rootPass.add(ocean); pManager.add(rootPass); shadowPass.add(scene); shadowPass.addOccluder(sheepGroup); pManager.add(shadowPass); RenderPass statPass = new RenderPass(); statPass.add(planting); statPass.add(statNode); pManager.add(statPass); }