protected virtual void RenderTransparentShadowCasterObjects( List<RenderablePass> list,
bool doLightIteration,
LightList manualLightList )
{
// ----- TRANSPARENT LOOP as in RenderTransparentObjects, but changed a bit -----
for ( int i = 0; i < list.Count; i++ )
{
RenderablePass rp = list[ i ];
// only render this pass if it's being forced to cast shadows
if ( rp.pass.Parent.Parent.TransparencyCastsShadows )
{
this.SetPass( rp.pass );
this.RenderSingleObject( rp.renderable, rp.pass, doLightIteration, manualLightList );
}
}
}