Normal Mapping + Bloom + ShadowShade --> Error?

Bloom and Normal Mapping is perfect working



ShadowShade with Bloom is working

If I use ShadowShade, models from me lose one texture side?!!



If I use all three togheter I get an error…





Shadows seem to be more of a problem than I thought first…

And the Shadows seem to eat many computer resources.



TestPack:

http://rapidshare.com/files/223032289/FairytaleSmall.rar.html

http://rapidshare.com/files/223034375/FairytaleSmall.rar.html

19.04.2009 14:23:41 com.jmex.game.DefaultUncaughtExceptionHandler uncaughtException

SCHWERWIEGEND: Main game loop broken by uncaught exception

java.lang.OutOfMemoryError: Direct buffer memory

at java.nio.Bits.reserveMemory(Unknown Source)

at java.nio.DirectByteBuffer.<init>(Unknown Source)

at java.nio.ByteBuffer.allocateDirect(Unknown Source)

at com.jme.util.geom.BufferUtils.createFloatBuffer(BufferUtils.java:713)

at com.jme.util.geom.BufferUtils.createVector3Buffer(BufferUtils.java:244)

at com.jme.scene.shadow.MeshShadows.createGeometry(MeshShadows.java:194)

at com.jme.renderer.pass.ShadowedRenderPass.generateVolumes(ShadowedRenderPass.java:536)

at com.jme.renderer.pass.ShadowedRenderPass.doRender(ShadowedRenderPass.java:320)

at com.jme.renderer.pass.Pass.renderPass(Pass.java:90)

at com.jme.renderer.pass.BasicPassManager.renderPasses(BasicPassManager.java:90)

at source.bin.gamesys.EngineGameState.render(EngineGameState.java:234)

at com.jmex.game.state.GameStateNode.render(GameStateNode.java:83)

at com.jmex.game.StandardGame.render(StandardGame.java:371)

at com.jmex.game.StandardGame.run(StandardGame.java:226)

at java.lang.Thread.run(Unknown Source)

can you reproduce it in a simple test case?



Shadows seem to be more of a problem than I thought first...
And the Shadows seem to eat many computer resources.

Thats true, creating performant and good looking shadows is always scene dependent i guess, and its hard to write something generic which works for everyone out of the box.
DarkPhoenixX said:

And the Shadows seem to eat many computer resources.

If you're using the ShadowedRenderPass then this is expected, stencil shadows require animated meshes to have the shadow volumes updated and their rendering really kills fillrate. It is strongly suggested to use shadow mapping (in ShadowMapRenderPass) instead.

Try to use it now, but somehow I dont get the ShadowMapRenderPass working :stuck_out_tongue: