void CShadowVolumeSceneNode::createShadowVolume(const core::vector3df& light)
{
	SShadowVolume* svp = 0;

	// builds the shadow volume and adds it to the shadow volume list.

	if (ShadowVolumes.size() > ShadowVolumesUsed)
	{
		// get the next unused buffer
		svp = &ShadowVolumes[ShadowVolumesUsed];
		svp->set_used(0);
	}
	else
	{
		ShadowVolumes.push_back(SShadowVolume());
		svp = &ShadowVolumes.getLast();
	}
	svp->reallocate(IndexCount*5);
	++ShadowVolumesUsed;

	const u32 faceCount = IndexCount / 3;

	if (faceCount * 6 > Edges.size())
		Edges.set_used(faceCount*6);

	u32 numEdges = 0;
	const core::vector3df ls = light * Infinity; // light scaled

	//if (UseZFailMethod)
	//	createZFailVolume(faceCount, numEdges, light, svp);
	//else
	//	createZPassVolume(faceCount, numEdges, light, svp, false);

	// the createZFailVolume does currently not work 100% correctly,
	// so we create createZPassVolume with caps if the zfail method
	// is used
	createZPassVolume(faceCount, numEdges, light, svp, UseZFailMethod);

	for (u32 i=0; i<numEdges; ++i)
	{
		core::vector3df &v1 = Vertices[Edges[2*i+0]];
		core::vector3df &v2 = Vertices[Edges[2*i+1]];
		core::vector3df v3(v1 - ls);
		core::vector3df v4(v2 - ls);

		// Add a quad (two triangles) to the vertex list
		if (svp->size() < svp->allocated_size()-5)
		{
			svp->push_back(v1);
			svp->push_back(v2);
			svp->push_back(v3);

			svp->push_back(v2);
			svp->push_back(v4);
			svp->push_back(v3);
		}
	}
}
void CShadowVolumeSceneNode::createShadowVolume(const core::vector3df& light, bool isDirectional)
{
	SShadowVolume* svp = 0;
	core::aabbox3d<f32>* bb = 0;

	// builds the shadow volume and adds it to the shadow volume list.

	if (ShadowVolumes.size() > ShadowVolumesUsed)
	{
		// get the next unused buffer

		svp = &ShadowVolumes[ShadowVolumesUsed];
		svp->set_used(0);

		bb = &ShadowBBox[ShadowVolumesUsed];
	}
	else
	{
		ShadowVolumes.push_back(SShadowVolume());
		svp = &ShadowVolumes.getLast();

		ShadowBBox.push_back(core::aabbox3d<f32>());
		bb = &ShadowBBox.getLast();
	}
	svp->reallocate(IndexCount*5);
	++ShadowVolumesUsed;

	// We use triangle lists
	Edges.set_used(IndexCount*2);
	u32 numEdges = 0;

	numEdges=createEdgesAndCaps(light, svp, bb);

	// for all edges add the near->far quads
	for (u32 i=0; i<numEdges; ++i)
	{
		const core::vector3df &v1 = Vertices[Edges[2*i+0]];
		const core::vector3df &v2 = Vertices[Edges[2*i+1]];
		const core::vector3df v3(v1+(v1 - light).normalize()*Infinity);
		const core::vector3df v4(v2+(v2 - light).normalize()*Infinity);

		// Add a quad (two triangles) to the vertex list
#ifdef _DEBUG
		if (svp->size() >= svp->allocated_size()-5)
			os::Printer::log("Allocation too small.", ELL_DEBUG);
#endif
		svp->push_back(v1);
		svp->push_back(v2);
		svp->push_back(v3);

		svp->push_back(v2);
		svp->push_back(v4);
		svp->push_back(v3);
	}
}