protected override void EnsureShadowTexturesCreated()
{
bool createSceneNode = shadowTextureConfigDirty;
//base.ensureShadowTexturesCreated();
if ( !createSceneNode )
{
return;
}
int count = shadowTextureCameras.Count;
for ( int i = 0; i < count; ++i )
{
PCZSceneNode node = (PCZSceneNode)rootSceneNode.CreateChildSceneNode( shadowTextureCameras[ i ].Name );
node.AttachObject( shadowTextureCameras[ i ] );
AddPCZSceneNode( node, defaultZone );
}
}