void LightManager::RenderShadowMaps(CameraPtr pCamera) { LightPtr pLight = GetNextAffectingLight(LightPtr(), pCamera->GetViewFrustum()); while(pLight) { if(pLight->GetCastShadow()) { pLight->RenderShadowMap(m_pRenderManager); } pLight = GetNextAffectingLight(pLight, pCamera->GetViewFrustum()); } }