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The following shadow interface should be implemented for any shadow caster entity in the game engine. More...
#include <ShadowVolume.h>
Public Member Functions | |
virtual bool | IsShadowEnabled () |
virtual void | BuildShadowVolume (SceneState *sceneState, ShadowVolume *pShadowVolume, LightParams *pLight)=0 |
The following shadow interface should be implemented for any shadow caster entity in the game engine.
In game engine, this means the static mesh object and the animated biped object. BuildShadowVolume() function should be called every frame move for each model caster.