SHADOW_MAP_INTERFACE* ShadowMapNew( int width, int height, void* scene ) { SHADOW_MAP *ret = (SHADOW_MAP*)MEM_ALLOC_FUNC(sizeof(*ret)); InitializeShadowMap(ret, width, height, scene); return (SHADOW_MAP_INTERFACE*)ret; }
/* * Discard shadow on the polygon. */ void CBrushPolygon::DiscardShadows(void) { bpo_smShadowMap.DiscardAllLayers(); InitializeShadowMap(); }