DiTerrainMap::DiTerrainMap(DiSceneManager* sm) : mVertexDecl(NULL), mVertexBuffer(NULL), mDesc(NULL), mMaxHeight(-10000000), mMinHeight(10000000), mWaterMap(NULL), mFoliageMap(NULL), mRoot(NULL), mCreator(sm) { SetShadowCastEnable(false); CreateVertexDecl(); }
void DiLight::InitForShadowCasting(DiSceneManager* sm, ShadowTextureConfig config) { SetShadowCastEnable(true); mShadowConfig.resize(1,config); CreateShadowTextures(sm); }