for (int c = 0; c < occluderMeshes.size(); c++) { TriangleBatch tb = occluderMeshes.get(c); if (!meshes.containsKey(tb)) { meshes.put(tb, new MeshShadows(tb)); } else if ((tb.getLocks() & SceneElement.LOCKED_SHADOWS) != 0) { continue; }
   protected void generateVolumes() {              for (int c = 0; c < occluderMeshes.size(); c++) {           TriangleBatch tb = occluderMeshes.get(c);           if (!meshes.containsKey(tb)) {               meshes.put(tb, new MeshShadows(tb));           } else if ((tb.getLocks() & SceneElement.LOCKED_SHADOWS) != 0) {           	continue;           }           MeshShadows sv = meshes.get(tb);           // Create the geometry for the shadow volume           sv.createGeometry((LightState)tb.states[RenderState.RS_LIGHT]);       }   }