struct IShadowCaster { uint8 m_cStaticShadowLod; };
IEntityRenderState.h
uint8 m_cStaticShadowLod;
virtual ~IShadowCaster();
virtual void FillBBox(AABB & aabb) = 0;
virtual const AABB GetBBoxVirtual() = 0;
virtual struct ICharacterInstance* GetEntityCharacter(unsigned int nSlot, Matrix34A * pMatrix = NULL, bool bReturnOnlyVisible = false) = 0;
virtual EERType GetRenderNodeType() = 0;
virtual bool HasOcclusionmap(int nLod, IRenderNode * pLightOwner);
virtual bool IsRenderNode();
virtual void Render(const SRendParams & RendParams, const SRenderingPassInfo & passInfo) = 0;