anchor.diff:  Obviously, this does not apply to AmbientLights, which have no position.
   
   
  -== BasicShadowRenderer (deprecated)
  -
  -Full code sample
  -
  -*  link:https://github.com/jMonkeyEngine/jmonkeyengine/blob/master/jme3-examples/src/main/java/jme3test/light/TestShadow.java[TestShadow.java]
  -
  -
   == Casting Shadows
   
   For each type of non-ambient light source, JME3 implements two ways to simulate geometries casting shadows on other geometries:
  
positive.code: 
  === AmbientLight
  
  An AmbientLight simply influences the brightness and color of the scene globally. It has no direction and no location and shines equally everywhere. An AmbientLight does not cast any shadows, and it lights all sides of Geometries evenly, which makes 3D objects look unnaturally flat; this is why you typically do not use an AmbientLight alone without one of the other lights.  
  
  *Typical example:* Regulate overall brightness, tinge the whole scene in a warm or cold color. 
  
  [source,java]
  ----
  
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
  
  