////////////////////////////////////////////////////////////////////// // // Crytek CryENGINE Source code // // File: PS2_Shadows.cpp // Description: Implementation of the shadow maps using PS2 renderer API // shadow map calculations // // History: // -Jan 31,2001:Created by Vladimir Kajain // ////////////////////////////////////////////////////////////////////// #include "RenderPCH.h" #include "NULL_Renderer.h" #include "../Common/shadow_renderer.h" #include "I3dengine.h" // render depth/shadow map into texture from light source position void CNULLRenderer::PrepareDepthMap(ShadowMapFrustum * lof, bool make_new_tid) { } void CNULLRenderer::SetupShadowOnlyPass(int Num, ShadowMapFrustum * pFrustum, Vec3d * vShadowTrans, const float fShadowScale, Vec3d vObjTrans, float fObjScale, const Vec3d vObjAngles, Matrix44 * pObjMat) { } void CNULLRenderer::OnEntityDeleted(IEntityRender * pEntityRender) { } void CNULLRenderer::DrawAllShadowsOnTheScreen() { }