Changing DirectionalShadowMapPass fields to Protected

There are a few variables in the DirectionalShadowMapPass which aren’t likely to be accessed by out of the box uses, but having the fields marked as private makes it impossible to tune how the shadow camera functions.



[patch]

Index: src/com/jme/renderer/pass/DirectionalShadowMapPass.java

===================================================================

— src/com/jme/renderer/pass/DirectionalShadowMapPass.java (revision 7154)

+++ src/com/jme/renderer/pass/DirectionalShadowMapPass.java (working copy)

@@ -81,16 +81,16 @@

1.0f); // bias from [-1, 1] to [0, 1]



/** The renderer used to produce the shadow map */

  • private TextureRenderer shadowMapRenderer;
  • protected TextureRenderer shadowMapRenderer;

    /** The texture storing the shadow map /

    private Texture2D shadowMapTexture;

    /
    * The near plane when rendering the shadow map */
  • private float nearPlane = 1f;
  • protected float nearPlane = 1f;

    /**
  • The far plane when rendering the shadow map - currently tuned for the
  • test

    */
  • private float farPlane = 3000.0f;
  • protected float farPlane = 3000.0f;

    /**
  • The location the shadow light source is looking at - must point at the
  • focus of the scene

    @@ -153,7 +153,7 @@

    private RenderState[] preStates = new RenderState[RenderState.StateType.values().length];



    /** The colour of shadows cast */
  • private ColorRGBA shadowCol = new ColorRGBA(0, 0, 0, 0.3f);
  • protected ColorRGBA shadowCol = new ColorRGBA(0, 0, 0, 0.3f);

    /** The optional shader for smoothing /

    private GLSLShaderObjectsState shader;

    /
    * True if the pass should use shaders */

    [/patch]

No cries of rage, committed with revision 7211