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