protected bool CalculateForDirectionalLight( Plane plane, Vector3[] vertices, out Vector2[] texCoors, out ColorEx[] colors )
{
texCoors = new Vector2[ vertices.Length ];
colors = new ColorEx[ vertices.Length ];
float angle = Utility.Abs( plane.Normal.Dot( this.DerivedDirection ) );
ColorEx lightCol = new ColorEx( textureColor.a * angle,
textureColor.r, textureColor.g, textureColor.b );
for ( int i = 0; i < vertices.Length; i++ )
{
colors[ i ] = lightCol;
}
return true;
}