Unshaded Material Light/Shadow Map Question

Hi to all,
I am trying to learn more about shadow mapping and how it works.
So I would like to know if there is a good reference to the jME Unshaded material shadow map feature or
is there any hidden tutorial or examples out there?

Any help would be appreciated.

You want to know how it works in the state of the art? or how to use it in JME?
Because if it’s the latter there is this page https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:advanced:light_and_shadow
Basically you have 3 shadow renderer types for DirectionalLight, PointLight, SpotLight.
There are processors that you have to add to the viewport.
Also see the test cases for usage
Google Code Archive - Long-term storage for Google Code Project Hosting.
Google Code Archive - Long-term storage for Google Code Project Hosting.
Google Code Archive - Long-term storage for Google Code Project Hosting.

Also if you plan to use them on android you may have a big performance impact.

Yes, I wish to use shadow mapping in android.
I thought that shadow mapping was there so that one can show some form of shadows with out having a light source in the scene.
Sorry that was my BAD!!! I was actually taking about light mapping, I think and how texture baking work in jME.
Also, I want my scenes to look as if there are lights in them, but with no impact on the performance for android.
What would you suggest?

O yes, and maybe a more straight forward question would be, is there a way or will there be a way to show shadows in jME android build?

Does anyone know of a nice online help or tutorial for texture light map baking?
And also how it works in jME.

OK, yeah actually I overlooked this a bit in the current implementation. The Shadow renderers take a light as parameter.
In the case of unshaded it does not really make sense…
But it kind of make sense since you want shadows…
It should not really be a problem if you have a light in your scene graph (it doesn’t even have to be added to the root node though).

For the light baking I may make a small tutorial, I did some tests yesterday night for a scene I’m working on and it gives nice results

That is great news.
Thanks and I can’t wait.

I’ve been playing around with similar points for the last time. To bake a lightmap i would really recommend, doing this before importing the model to jmp (e.g. with blender it’s pretty easy). Beside im still playing around with merging jme’s material definition files with known fast mobile shaders around the net (Rajawali, irrlicht and isgde). I would suggest you do the same. About realtime shadow there is an issue with depth textures on Tegra devices (they don’t support it), wich makes it difficult to render shadows.

To bake a lightmap in blender, you simply wrap your object’s UV, head for the render menu and on the bottom of it, theres the bake button. The resulting image can be saved as file and should be accepted by jme’s unshaded material definition.

Aaa, thanks a lot for the info.
I will definitely check it out.
Also, it is a shame about the tegra devices, they are such good devices, but what else to do?
Have you investigated any way of doing shadows?

For some reason the Forum didn’t post my answer and blocks me from posting since that. PM’ed the answer though

Actually, that slipped my mind but I already did a tutorial about it and it’s on the wiki
look for “Blender modeling + texturing”