Added a workaround the incomplete draw buffer in basicShadowRenderer

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9978 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 12 years ago
parent c7d42dede5
commit 116c7161f7
  1. 5
      engine/src/core/com/jme3/shadow/BasicShadowRenderer.java

@ -68,6 +68,7 @@ public class BasicShadowRenderer implements SceneProcessor {
private boolean noOccluders = false; private boolean noOccluders = false;
private Vector3f[] points = new Vector3f[8]; private Vector3f[] points = new Vector3f[8];
private Vector3f direction = new Vector3f(); private Vector3f direction = new Vector3f();
protected Texture2D dummyTex;
/** /**
* Creates a BasicShadowRenderer * Creates a BasicShadowRenderer
@ -80,6 +81,10 @@ public class BasicShadowRenderer implements SceneProcessor {
shadowFB.setDepthTexture(shadowMap); shadowFB.setDepthTexture(shadowMap);
shadowCam = new Camera(size, size); shadowCam = new Camera(size, size);
//DO NOT COMMENT THIS (it prevent the OSX incomplete read buffer crash)
dummyTex = new Texture2D(size, size, Format.RGBA8);
shadowFB.setColorTexture(dummyTex);
preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md"); preshadowMat = new Material(manager, "Common/MatDefs/Shadow/PreShadow.j3md");
postshadowMat = new Material(manager, "Common/MatDefs/Shadow/BasicPostShadow.j3md"); postshadowMat = new Material(manager, "Common/MatDefs/Shadow/BasicPostShadow.j3md");
postshadowMat.setTexture("ShadowMap", shadowMap); postshadowMat.setTexture("ShadowMap", shadowMap);

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