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@@ -533,7 +533,9 @@ public class RenderManager {
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lightFilter.filterLights(g, filteredLightList);
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lightFilter.filterLights(g, filteredLightList);
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lightList = filteredLightList;
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lightList = filteredLightList;
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}
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}
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-
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+
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+ // Report the number of lights we're about to render to the statistics.
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+ renderer.getStatistics().onLights(lightList.size());
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//if forcedTechnique we try to force it for render,
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//if forcedTechnique we try to force it for render,
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//if it does not exists in the mat def, we check for forcedMaterial and render the geom if not null
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//if it does not exists in the mat def, we check for forcedMaterial and render the geom if not null
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@@ -556,7 +558,7 @@ public class RenderManager {
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forcedRenderState = tmpRs;
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forcedRenderState = tmpRs;
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//Reverted this part from revision 6197
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//Reverted this part from revision 6197
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- //If forcedTechnique does not exists, and frocedMaterial is not set, the geom MUST NOT be rendered
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+ //If forcedTechnique does not exists, and forcedMaterial is not set, the geom MUST NOT be rendered
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} else if (forcedMaterial != null) {
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} else if (forcedMaterial != null) {
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// use forced material
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// use forced material
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forcedMaterial.render(g, lightList, this);
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forcedMaterial.render(g, lightList, this);
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@@ -641,10 +643,8 @@ public class RenderManager {
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* <p>
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* <p>
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* In addition to enqueuing the visible geometries, this method
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* In addition to enqueuing the visible geometries, this method
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* also scenes which cast or receive shadows, by putting them into the
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* also scenes which cast or receive shadows, by putting them into the
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- * RenderQueue's
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- * {@link RenderQueue#addToShadowQueue(com.jme3.scene.Geometry, com.jme3.renderer.queue.RenderQueue.ShadowMode)
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- * shadow queue}. Each Spatial which has its
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- * {@link Spatial#setShadowMode(com.jme3.renderer.queue.RenderQueue.ShadowMode) shadow mode}
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+ * RenderQueue's {@link RenderQueue#renderShadowQueue(GeometryList, RenderManager, Camera, boolean) shadow queue}.
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+ * Each Spatial which has its {@link Spatial#setShadowMode(com.jme3.renderer.queue.RenderQueue.ShadowMode) shadow mode}
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* set to not off, will be put into the appropriate shadow queue, note that
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* set to not off, will be put into the appropriate shadow queue, note that
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* this process does not check for frustum culling on any
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* this process does not check for frustum culling on any
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* {@link ShadowMode#Cast shadow casters}, as they don't have to be
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* {@link ShadowMode#Cast shadow casters}, as they don't have to be
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@@ -991,13 +991,12 @@ public class RenderManager {
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* (see {@link #renderTranslucentQueue(com.jme3.renderer.ViewPort) })</li>
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* (see {@link #renderTranslucentQueue(com.jme3.renderer.ViewPort) })</li>
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* <li>If any objects remained in the render queue, they are removed
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* <li>If any objects remained in the render queue, they are removed
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* from the queue. This is generally objects added to the
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* from the queue. This is generally objects added to the
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- * {@link RenderQueue#renderShadowQueue(com.jme3.renderer.queue.RenderQueue.ShadowMode, com.jme3.renderer.RenderManager, com.jme3.renderer.Camera, boolean)
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- * shadow queue}
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+ * {@link RenderQueue#renderShadowQueue(GeometryList, RenderManager, Camera, boolean) shadow queue}
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* which were not rendered because of a missing shadow renderer.</li>
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* which were not rendered because of a missing shadow renderer.</li>
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* </ul>
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* </ul>
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*
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*
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- * @param vp
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- * @param tpf
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+ * @param vp View port to render
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+ * @param tpf Time per frame value
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*/
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*/
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public void renderViewPort(ViewPort vp, float tpf) {
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public void renderViewPort(ViewPort vp, float tpf) {
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if (!vp.isEnabled()) {
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if (!vp.isEnabled()) {
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