Add shared memory API for setting shadow and light source distance.
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@@ -90,7 +90,7 @@ struct TinyRendererVisualShapeConverterInternalData
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m_rgbColorBuffer(START_WIDTH,START_HEIGHT,TGAImage::RGB),
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m_hasLightDirection(false),
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m_hasLightColor(false),
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m_hasShadow(true)
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m_hasShadow(false)
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{
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m_depthBuffer.resize(m_swWidth*m_swHeight);
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m_shadowBuffer.resize(m_swWidth*m_swHeight);
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