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

InitShadowReceiverPass() private method

private InitShadowReceiverPass ( ) : void
return void
		private void InitShadowReceiverPass()
		{
			Material matShadRec = (Material)MaterialManager.Instance[ TEXTURE_SHADOW_RECEIVER_MATERIAL ];

			if ( matShadRec == null )
			{
				matShadRec =
					(Material)
					MaterialManager.Instance.Create( TEXTURE_SHADOW_RECEIVER_MATERIAL,
													 ResourceGroupManager.InternalResourceGroupName );
				this.shadowReceiverPass = matShadRec.GetTechnique( 0 ).GetPass( 0 );
				this.shadowReceiverPass.SetSceneBlending( SceneBlendFactor.DestColor, SceneBlendFactor.Zero );
				// Don't set lighting and blending modes here, depends on additive / modulative
				TextureUnitState t = this.shadowReceiverPass.CreateTextureUnitState();
                t.SetTextureAddressingMode( TextureAddressing.Clamp );
			}
			else
			{
				this.shadowReceiverPass = matShadRec.GetTechnique( 0 ).GetPass( 0 );
			}
		}
SceneManager