anchor.diff:  
   === DirectionalLight
   
  -
  +[.right.text-left]
   image::jme3/advanced/house-directionallight.png[A house model illuminated with a sun-like directional light,width="300",height="210",align="right"]
   
   
  -A DirectionalLight has no position, only a direction. It sends out parallel beams of light and is considered “infinitely far away. You typically have one directional light per scene. A DirectionalLight can be used together with shadows. 
  +A DirectionalLight has no position, only a direction. It sends out parallel beams of light and is considered “infinitely far away. You typically have one directional light per scene. A DirectionalLight can be used together with shadows.
   
   *Typically example:* Sun light.
   
  
positive.code: 
  ----
  
  image:jme3/advanced/shading-textured-ani.gif[Shading with and without Ambient Occlusion,width="",height=""]
  
negative.code: [source,java]
  ----
  
  DirectionalLight sun = new DirectionalLight();
  sun.setColor(ColorRGBA.White);
  sun.setDirection(cam.getDirection());
  rootNode.addLight(sun);
  
  /* Drop shadows */
  final int SHADOWMAP_SIZE=1024;
  DirectionalLightShadowRenderer dlsr = new DirectionalLightShadowRenderer(assetManager, SHADOWMAP_SIZE, 3);
  dlsr.setLight(sun);
  viewPort.addProcessor(dlsr);
  
  DirectionalLightShadowFilter dlsf = new DirectionalLightShadowFilter(assetManager, SHADOWMAP_SIZE, 3);
  dlsf.setLight(sun);
  dlsf.setEnabled(true);
  FilterPostProcessor fpp = new FilterPostProcessor(assetManager);
  fpp.addFilter(dlsf);
  viewPort.addProcessor(fpp);
  
  ----
  
  Constructor arguments:
  
  *  Your AssetManager object.
  *  Size of the rendered shadow maps, in pixels per side (512, 1024, 2048, etc…).
  *  The number of shadow maps rendered (more shadow maps = better quality, but slower).
  
  Properties you can set:
  
  *  setDirection(Vector3f) – the direction of the light
  *  setLambda(0.65f) – to reduce the split size
  *  setShadowIntensity(0.7f) – shadow darkness (1=black, 0=invisible)
  *  setShadowZextend(float) – distance from camera to which shadows will be computed
  
  
  == Screen Space Ambient Occlusion
  
  
  Full sample code
  
  