public void onActivateBasicLM()
            {
            // If HDR is enabled... enable the special format token.
            if ((sGlobal["$platform"] == "macos") || ((coPostEffect)"HDRPostFx").GetEnabled())
                ((coGFXStateBlockData)"AL_FormatToken").call("enable");
            // Create render pass for projected shadow.

            coRenderPassManager BL_ProjectedShadowRPM = new Torque_Class_Helper("RenderPassManager", "BL_ProjectedShadowRPM").Create();

            // Create the mesh bin and add it to the manager.

            coRenderMeshMgr meshbin = new Torque_Class_Helper("RenderMeshMgr").Create();

            BL_ProjectedShadowRPM.addManager(meshbin);
            // Add both to the root group so that it doesn't
            // end up in the MissionCleanup instant group.

            coSimSet rootGroup = "RootGroup";
            rootGroup.pushToBack(BL_ProjectedShadowRPM);
            rootGroup.pushToBack(meshbin);
            }