protected override void OnRenderShadow(RenderContext context, DeviceContextProxy deviceContext)
 {
     if (!IsThrowingShadow || ShadowPass.IsNULL)
     {
         return;
     }
     ShadowPass.BindShader(deviceContext);
     ShadowPass.BindStates(deviceContext, ShadowStateBinding);
     DrawIndexed(deviceContext, GeometryBuffer.IndexBuffer, InstanceBuffer);
 }
 protected override void OnRenderShadow(RenderContext context, DeviceContextProxy deviceContext)
 {
     if (!IsThrowingShadow || ShadowPass.IsNULL)
     {
         return;
     }
     MaterialVariables.UpdateModelStructOnly(deviceContext, ref modelStruct);
     ShadowPass.BindShader(deviceContext);
     ShadowPass.BindStates(deviceContext, ShadowStateBinding);
     DrawIndexed(deviceContext, GeometryBuffer.IndexBuffer, InstanceBuffer);
 }