private void drawShadowBatch() {
    shadowLight.begin(Vector3.Zero, camera.direction);
    shadowBatch.begin(shadowLight.getCamera());

    shadowBatch.render(engine.getModelCache());
    for (GameModel mdl : engine.getDynamicModels()) {
      if (isVisible(camera, mdl)) {
        shadowBatch.render(mdl.modelInstance);
      }
    }
    shadowBatch.end();
    shadowLight.end();
  }
示例#2
0
  @Override
  public void render() {
    camController.update();

    Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight());
    Gdx.gl.glClearColor(0, 0, 0, 1);
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);

    shadowLight.begin(Vector3.Zero, cam.direction);
    shadowBatch.begin(shadowLight.getCamera());
    shadowBatch.render(instance);
    shadowBatch.end();
    shadowLight.end();

    modelBatch.begin(cam);
    modelBatch.render(instance, environment);
    modelBatch.end();
  }