Hi and thanks for this cool piece of software 👍
Now my Problem: Everything works fine, but when I start rendering 3D objects in my world, graphic glitches start approaching on them. In the example picture, you can see the effect on an green cube without any texture.
-
With box2Dlight:

-
Without box2Dlight:

In my render-loop, the source looks something like this:
init() {
this.rayHandler = rayHandler;
rayHandler.setCulling(true);
rayHandler.setAmbientLight(0.1f, 0.1f, 0.1f, 0.5f);
rayHandler.setAmbientLight(0.8f, 0.8f, 0.8f, 0.5f);
rayHandler.setBlurNum(3);
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f, 0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
}
render(float deltatime){
//...
// (render 2D/Sprites)
// (render 3D objects)
//...
rayHandler.setCombinedMatrix(cam);
rayHandler.updateAndRender();
}
How can I avoid these effects?
Hi and thanks for this cool piece of software 👍
Now my Problem: Everything works fine, but when I start rendering 3D objects in my world, graphic glitches start approaching on them. In the example picture, you can see the effect on an green cube without any texture.
With box2Dlight:

Without box2Dlight:

In my render-loop, the source looks something like this:
How can I avoid these effects?