protected virtual void RenderTextureShadowReceiverQueueGroupObjects( RenderQueueGroup group )
{
// Override auto param ambient to force vertex programs to go full-bright
this.autoParamDataSource.AmbientLight = ColorEx.White;
this.targetRenderSystem.AmbientLight = ColorEx.White;
// Iterate through priorities
foreach ( RenderPriorityGroup priorityGroup in group.PriorityGroups.Values )
{
// Do solids, override light list in case any vertex programs use them
this.RenderSolidObjects( priorityGroup.solidPasses, false, this.nullLightList );
// Don't render transparents or passes which have shadow receipt disabled
} // for each priority
// reset ambient
this.autoParamDataSource.AmbientLight = this.ambientColor;
this.targetRenderSystem.AmbientLight = this.ambientColor;
}