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 );
}
}