/// <summary> /// Draws the ground shadow. /// </summary> public void DrawGroundShadow() { Effect.ApplyAllMatrixVariables(); Skinning.ApplyEffect(Effect.EffectFile); RenderContext.DeviceManager.Device.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(BufferManager.VertexBuffer, BasicInputLayout.SizeInBytes, 0)); RenderContext.DeviceManager.Device.ImmediateContext.InputAssembler.SetIndexBuffer( BufferManager.IndexBuffer, Format.R32_UInt, 0); RenderContext.DeviceManager.Device.ImmediateContext.InputAssembler.InputLayout = BufferManager.VertexLayout; RenderContext.DeviceManager.Device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList; SubsetManager.DrawGroundShadow(); }