shadowstruct* __stdcall ShadowBuildFromObj(int obj,float distance,shadowstruct* 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.