#include "World/CProjectedShadow.hpp" namespace urde { CProjectedShadow::CProjectedShadow(u32 w, u32 h, bool persistent) : x0_texture(CTexture(ETexelFormat::I4, w, h, 1)), x81_persistent(persistent) {} zeus::CAABox CProjectedShadow::CalculateRenderBounds() { return {}; } void CProjectedShadow::Render(const CStateManager& mgr) {} void CProjectedShadow::RenderShadowBuffer(const CStateManager&, const CModelData&, const zeus::CTransform&, s32, const zeus::CVector3f&, float, float) {} } // namespace urde