D3DXVECTOR4 (1, -1, 0, 0.0f); D3DXPLANE groundPlane(0.0f, -1.0f, 0.0f, 0.0f); D3DXMATRIX S;
D3DXMatrixShadow(&S, &lightDirection, &groundPlane);
D3DXMatrixTranslation(&T, 1, 1, 0); D3DXMATRIX W = T * S; g_pd3dDevice->SetTransform(D3DTS_WORLD, &W);
D3DMATERIAL9 mtrl = InitMatrix(Black, Black, Black, Black, 0.0f); mtrl.Diffuse.a = 0.5f; g_pd3dDevice->SetMaterial(&mtrl); mesh->DrawSubset(0);
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