Builds a matrix that flattens geometry into a plane.
D3DXMATRIX * D3DXMatrixShadow( D3DXMATRIX * pOut, CONST D3DXVECTOR4 * pLight, CONST D3DXPLANE * pPlane );
Pointer to a D3DXMATRIX structure that flattens geometry into a plane.
The D3DXMatrixShadow function flattens geometry into a plane, as if casting a shadow from a light.
The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixShadow function can be used as a parameter for another function.
This function uses the following formula to compute the returned matrix.
P = normalize(Plane); L = Light; d = dot(P, L) P.a * L.x + d P.a * L.y P.a * L.z P.a * L.w P.b * L.x P.b * L.y + d P.b * L.z P.b * L.w P.c * L.x P.c * L.y P.c * L.z + d P.c * L.w P.d * L.x P.d * L.y P.d * L.z P.d * L.w + d
If the light's w-component is 0, the ray from the origin to the light represents a directional light. If it is 1, the light is a point light.
Header: Declared in D3dx9math.h.