Axiom.Core.SceneManager.InitShadowCasterPass C# (CSharp) Method

InitShadowCasterPass() private method

private InitShadowCasterPass ( ) : void
return void
		private void InitShadowCasterPass()
		{
			Material matPlainBlack = (Material)MaterialManager.Instance[ TEXTURE_SHADOW_CASTER_MATERIAL ];

			if ( matPlainBlack == null )
			{
				matPlainBlack =
					(Material)
					MaterialManager.Instance.Create( TEXTURE_SHADOW_CASTER_MATERIAL,
													 ResourceGroupManager.InternalResourceGroupName );
				this.shadowCasterPlainBlackPass = matPlainBlack.GetTechnique( 0 ).GetPass( 0 );
				// Lighting has to be on, because we need shadow coloured objects
				// Note that because we can't predict vertex programs, we'll have to
				// bind light values to those, and so we bind White to ambient
				// reflectance, and we'll set the ambient colour to the shadow colour
				this.shadowCasterPlainBlackPass.Ambient = ColorEx.White;
				this.shadowCasterPlainBlackPass.Diffuse = ColorEx.Black;
				this.shadowCasterPlainBlackPass.SelfIllumination = ColorEx.Black;
				this.shadowCasterPlainBlackPass.Specular = ColorEx.Black;
				// Override fog
				this.shadowCasterPlainBlackPass.SetFog( true, FogMode.None );
				// no textures or anything else, we will bind vertex programs
				// every so often though
			}
			else
			{
				this.shadowCasterPlainBlackPass = matPlainBlack.GetTechnique( 0 ).GetPass( 0 );
			}
		}
SceneManager