swshadowstruct* SWShadowBuildFromObj(int obj,float* matrix,float*
shadowobjmatrix, swshadowmapstruct
shadowmap, swshadowstruct* located)
Project the input shadow map to the object.
The output will be a software shadow object, but you can use the old shadow object
avoid the new memory allocation.
Obj: Id of input object.
Matrix: TMatrix of input object. It is in world space.
Shadowobjmatrix:
Tmatrix of shadowed object in world space. If you have same object on different
place, so you can give it here.
shadowmap: The shadow map of shadowed object, that you made with
RenderShadowToTexture().
located: Your old shadow object,or you can allocate memory for it by
ShadowSizeFromObj(). And it
can be NULL, so this function will allocate memory for it.
Result:
Pointer of shadow object. Yon need release it in the future from heap.