Example #1
0
 /// <summary>
 /// Generate the shadow maps and matrixes for the visible lights. We should limit
 /// our shadow-casters based on number of available shadow maps (we could use some
 /// performance-related heuristic here too)
 /// </summary>
 /// <param name="camera"></param>
 /// <param name="meshes"></param>
 /// <param name="renderWorld"></param>
 private void GenerateShadows(Camera camera, BaseSceneGraph sceneGraph)
 {
     for (int index = 0; index < _lightShadowCasters.Count; index++)
     {
         LightEntry light = _lightShadowCasters[index];
         //only spot
         if (light.light.LightType == Light.Type.Spot)
         {
             _shadowRenderer.GenerateShadowTextureSpotLight(this, sceneGraph, light.light, light.spotShadowMap);
         }
     }
 }