jMonkeyEngine / jMonkeyEngine/jmonkeyengine
garbled PointLight shadows on mac
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- Dominant language
- Java
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Description
As discussed the the Discourse hub/forum: https://hub.jmonkeyengine.org/t/point-light-shadows-with-setradius/45402
The PointLightShadowRenderer paints the quad with a shadow on the Mac, but not on Linux. The only caster in the test scene is the quad that's receiving the shadows.
Here's the test app again:
import com.jme3.app.SimpleApplication;
import com.jme3.light.PointLight;
import com.jme3.material.Material;
import com.jme3.material.Materials;
import com.jme3.math.ColorRGBA;
import com.jme3.math.FastMath;
import com.jme3.math.Vector3f;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Quad;
import com.jme3.shadow.PointLightShadowRenderer;
public class MazeGame extends SimpleApplication {
public static void main(String[] arguments) {
MazeGame application = new MazeGame();
application.setShowSettings(false);
application.start();
}
@Override
public void simpleInitApp() {
cam.setLocation(new Vector3f(-35f, 5f, 30f));
cam.lookAtDirection(Vector3f.UNIT_X, Vector3f.UNIT_Y);
flyCam.setEnabled(false);
viewPort.setBackgroundColor(new ColorRGBA(0f, 0f, 1f, 0f));
rootNode.setShadowMode(ShadowMode.CastAndReceive);
PointLight torch = new PointLight();
rootNode.addLight(torch);
torch.setColor(new ColorRGBA(1f, 1f, 1f, 1f));
torch.setPosition(new Vector3f(3f, 4.65f, 33f));
torch.setRadius(1000f);
Material material = new Material(assetManager, Materials.LIGHTING);
material.setBoolean("UseMaterialColors", true);
material.setColor("Diffuse", new ColorRGBA(1f, 1f, 1f, 1f));
material.setColor("Specular", new ColorRGBA(1f, 1f, 1f, 1f));
material.setFloat("Shininess", 1f);
Quad mesh = new Quad(10f, 10f);
Geometry geometry = new Geometry("", mesh);
rootNode.attachChild(geometry);
geometry.move(-5f, 10f, 25f);
geometry.rotate(FastMath.HALF_PI, 0f, 0f);
geometry.setMaterial(material);
PointLightShadowRenderer plsr
= new PointLightShadowRenderer(assetManager, 256);
plsr.setLight(torch);
plsr.setShadowIntensity(1f);
viewPort.addProcessor(plsr);
}
}
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by running the provided MazeGame reproduction with PointLightShadowRenderer on macOS and Linux, then inspect the renderer's shadow output for the quad. Compare the two platform results and identify why the shadow is garbled on macOS; done means the test scene renders consistent point-light shadows on both systems.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- java
- Domain
- computer-graphics, game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100