Code: Select all
// Some Code
SceneManager* mSceneMgr;
SceneManager* mDotSceneMgr;
mDotSceneMgr = mRoot->getSceneManager(ST_GENERIC);
mSceneMgr = mDotSceneMgr;
// Set the SceneManager
mSceneMgr->setShadowTechnique( SHADOWTYPE_STENCIL_ADDITIVE );
mSceneMgr->setShowDebugShadows( false );
mSceneMgr->setShadowColour( ColourValue( 0.5, 0.5, 0.5 ) );
mSceneMgr->setShadowDirectionalLightExtrusionDistance( 1000 );
mSceneMgr->setShadowFarDistance( 1000 );
mSceneMgr->setShadowIndexBufferSize( 30000 );
mSceneMgr->setShadowTextureSize( 512 );
mSceneMgr->setShadowTextureCount( 2 );
// mSceneMgr->setShadowTextureSettings( 512, 2 );
mSceneMgr->setShadowDirLightTextureOffset( 0.3 );
mSceneMgr->setShadowTextureFadeStart( 0.2 );
mSceneMgr->setShadowTextureFadeEnd( 0.8 );
mSceneMgr->setShadowUseInfiniteFarPlane( true );
mSceneMgr->setAmbientLight( ColourValue( 1.0, 1.0, 1.0 ) );
Light* pLightA = mSceneMgr->createLight( "LightA" );
pLightA->setType( Light::LightTypes::LT_DIRECTIONAL );
pLightA->setPosition( Vector3( 60, 80, 100 ) );
pLightA->setDirection( Vector3( -3, -4, -5 ) );
pLightA->setDiffuseColour( ColourValue( 1.0, 1.0, 1.0 ) );
pLightA->setSpecularColour( ColourValue( 0.1, 0.1, 0.1 ) );
pLightA->setCastShadows( true );
ResourceGroupManager::getSingleton().setWorldResourceGroupName("General");
mDotSceneMgr->setWorldGeometry( "Room_32.scene" );
ParseDotScene( "Room_32.scene", "General" );
Thanks!