有一个叫shadow buffer的东西,它好像和阴影无关,下面是它的相关介绍
if you have a cast-iron need to read the contents of the vertex buffer, you should set the 'shadowBuffer' parameter of createVertexBuffer or createIndexBuffer to 'true'. This causes the hardware buffer to be backed with a system memory copy, which you can read from with no more penalty than reading ordinary memory. The catch is that when you write data into this buffer, it will first update the system memory copy, then it will update the hardware buffer, as separate copying process - therefore this technique has an additional overhead when writing data. Don't use it unless you really need it
VertexData类保存顶点数据,他里面有一个VertexDeclaration对象,这个对象其的作用相当于可变顶点格式,它记录了顶点由哪几部分组成(位置、法向量、纹理坐标等),每一部分由一个VertexElement对象表示。