Well, i’m not shure if this is a bug of my hardware or a bug of PointLightShadows, but perhaps someone can give some advice…
Here you see a scene with show-normals-material. In the center is a PointLight (yes, i know, its not exactly centered to the fireball…) that is created like this:
[java]
ColorRGBA light = ColorRGBA.Yellow;
PointLight pl = new PointLight();
light.multLocal(2);
pl.setColor(light);
pl.setRadius(4f);
rootNode.addLight(pl);
PointLightShadowRenderer plsr = new PointLightShadowRenderer(assetManager, 512);
plsr.setLight(pl);
plsr.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
plsr.displayFrustum();
viewPort.addProcessor(plsr);
plsf = new PointLightShadowFilter(assetManager, 512);
plsf.setLight(pl);
plsf.setEdgeFilteringMode(EdgeFilteringMode.Nearest);
plsf.setEnabled(false);
FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
fpp.addFilter(plsf);
viewPort.addProcessor(fpp);
[/java]
These walls are kind of quad-like meshes, the wood-pillar in the front (see pic below) is a jme3-box. What you can see is some kind of jitter that changes appearence when i move or change looking direction. Sometimes its not there at all but it is allways exactly where the ShadowRenderes frustum of the camera looking into world Z+ reaches the wall with normals to Z-. Another jittering occures where the renderers camera-frustum of World X+ comes to a wall with normals at X- (see first pic). THe effect is independent from the used material and i see it with shownormals-matdef and with lighting-matdef with and without additional normalmap.
Now this is actual texture, again, you'll see the jittering at World Z+. I wasnt able to find a position in this scene where you can see both Z+ and X+ jitters at the same time, but X+ is there, too. As the fireball is created dynamically, it has not the exact same position as above, hence the different size of the jittering rectangle.The Material is created like this…
[java]
MaterialDef matdef = (MaterialDef) Manager.am.loadAsset(“Common/MatDefs/Light/Lighting.j3md”);
Material mat = new Material(matdef);
mat.setFloat(“Shininess”, 1.0f);
mat.getAdditionalRenderState().setBlendMode(RenderState.BlendMode.Alpha);
mat.setTexture(“DiffuseMap”, (Texture2D) texture); // <- the image already loaded
if (normal != null) //<- an optional normal texture
{
mat.setTexture(“NormalMap”, (Texture2D) normal);
mat.setBoolean(“PackedNormalParallax”, true);
mat.setBoolean(“SteepParallax”, true);
mat.setBoolean(“VTangent”, true);
mat.setFloat(“ParallaxHeight”, 0.02f);
}
if (isTransparent()) // <- this is also flagged at loading of the texture
mat.setTransparent(true);
}
[/java]

Again with different material and at different world location, this shoot really took me a while to get captured because the flickering vanishes as soon as you just move the camera the tiniest bit. But here it is: this wall has normals at World X+, so we look into X- with a bit Z-. The cell to the right is correctly rendered, the cell in the walls middle is half in PointShadowRenderers X+ camera, where those strange jitter occures, obviously just in the lower right triangle. As those whole scenery is created dynamically from cubic cells, where each wall uses exaclty the same building-routine and all triangles are just the same setup (i confirmed this with my test-texture), i cant see any logical reason, why the right cell is not jittered at all while the middle one jitters at some special angles. You see that the part of the jittering triangle that is rendered with PointLightShadowRenderer’s Z–Camera is rendered correctly.
Now, any suggestions, please…?