Shadows get rendered fine on Windows, but for some reason they don't seem to be rendering under OX X. I'm using StandardGame with a scenery GameState (buildings, terrain, etc) and a shadow GameState… Any ideas or tips would be highly appreciated!
The Shadow GameState (unimportant lines of code removed):
public ShadowPassState(String name, BVPreferences bvPrefs) {
setName(name);
System.out.println("Inside Shadow Constructor");
Future<ShadowedRenderPass> future = GameTaskQueueManager.getManager().update(new Callable<ShadowedRenderPass>() {
public ShadowedRenderPass call() throws Exception {
shadowPass = new ShadowedRenderPass();
System.out.println("shadow render pass initialized");
return shadowPass;
}
});
try {
if(shadowPass==null){
shadowPass = future.get();
System.out.println("shadow render pass assigned");
}
} catch (InterruptedException e) {
e.printStackTrace();
} catch (ExecutionException e) {
e.printStackTrace();
}
DisplaySystem.getDisplaySystem().setMinStencilBits(8);
passManager = new BasicPassManager();
System.out.println("basic pass manager built");
sceneGameState = (SceneGameState)GameStateManager.getInstance().getChild("sceneGameState");
System.out.println("scenegamestate fetched");
shadowPass.add(sceneGameState.getTerrainNode());
shadowPass.setShadowColor(new ColorRGBA(.1f,.15f,.35f,.10f));
shadowPass.addOccluder(sceneGameState.getDesignNode());
shadowPass.setLightingMethod(ShadowedRenderPass.LightingMethod.Modulative);
shadowPass.setRenderShadows(true);
passManager.add(shadowPass);
RenderPass scenePass = new RenderPass();
scenePass.add(sceneGameState.getDesignNode());
passManager.add(scenePass);
}
@Override
public void render(float tpf) {
passManager.renderPasses(renderer);
}
@Override
public void update(float tpf) {
passManager.updatePasses(tpf);
}