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@@ -142,8 +142,6 @@ public class PssmShadowRenderer implements SceneProcessor {
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private Picture[] dispPic;
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private Vector3f[] points = new Vector3f[8];
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private boolean flushQueues = true;
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- //render state for post shadow pass
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- private RenderState state = new RenderState();
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// define if the fallback material should be used.
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private boolean needsfallBackMaterial = false;
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//Name of the post material technique
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@@ -216,13 +214,7 @@ public class PssmShadowRenderer implements SceneProcessor {
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for (int i = 0; i < points.length; i++) {
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points[i] = new Vector3f();
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}
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-
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- //initializing render state for post shadow pass (modulade blending and cullmode of for back faces )
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- state.setBlendMode(RenderState.BlendMode.Modulate);
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- state.setFaceCullMode(RenderState.FaceCullMode.Off);
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- state.setDepthWrite(false);
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- state.setPolyOffset(-0.1f, 0);
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-
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+
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}
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/**
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@@ -458,17 +450,15 @@ public class PssmShadowRenderer implements SceneProcessor {
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renderManager.setForcedMaterial(postshadowMat);
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}
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- //forcing the post shadow technique and render state
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+ //forcing the post shadow technique
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renderManager.setForcedTechnique(postTechniqueName);
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- renderManager.setForcedRenderState(state);
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//rendering the post shadow pass
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viewPort.getQueue().renderShadowQueue(ShadowMode.Receive, renderManager, cam, flushQueues);
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//resetting renderManager settings
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renderManager.setForcedTechnique(null);
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- renderManager.setForcedMaterial(null);
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- renderManager.setForcedRenderState(null);
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+ renderManager.setForcedMaterial(null);
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renderManager.setCamera(cam, false);
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}
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