void VShadowMapGenSpotDir::GetBoundingBoxVS(hkvAlignedBBox &boundingBox) const
{
  VASSERT(m_eProjectionType==SHADOW_PROJECTION_ORTHOGRAPHIC && m_iNumParts>0);

  if (!boundingBox.isValid())
    return;

  // transform shadow-caster bounding box with view-matrix of first cascade, since actual cascade is indifferent here 
  boundingBox.transformFromOrigin(m_pParts[0].GetCamera()->GetWorldToCameraTransformation());
}