Index: shadow.h
===================================================================
--- shadow.h	(revision 697)
+++ shadow.h	(revision 698)
@@ -2,15 +2,74 @@
 #define _SHADOW__H
 #include "../shadow.h"
 
+/*=
+Shadows
+4600
+**/
+
+// Introduction
+/**
+Raydium provides a simple support for shadowing, on top of the RayODE API.
+
+Please, note this support is still experimental, since some work is planned
+to increase accuracy of shadows.
+
+This shadowing system will draw all RayODE elements to a shadow map, from
+light point of vue. This map will then be projected to the RayODE ground.
+
+This method have a lot of drawbacks (shadow accuracy will decrease as the
+ground size increase, shadows are projected all over Z axis [floor-and-ceiling
+shadows], ...) but have the huge advantage to be very fast, even on lew-end
+hardware, and requires no particular tuning or setup.
+
+Short story: see ##raydium_shadow_enable()## (available in the console).
+**/
+
+
 __rayapi void raydium_shadow_init(void);
+/**
+Internal use.
+**/
+
 __rayapi void raydium_shadow_enable(void);
+/**
+Enable shadows. Shadows are disabled by default.
+**/
+
 __rayapi void raydium_shadow_disable(void);
+/**
+Disable shadows.
+**/
+
 __rayapi signed char raydium_shadow_isenabled(void);
+/**
+Will return true (1) if shadows are enabled, false (0) otherwise.
+**/
+
 __rayapi void raydium_shadow_light_main(GLuint l);
+/**
+Defines wich light is use to generate shadows. Light #0 is the default.
+**/
+
 __rayapi void raydium_shadow_ground_change(int object);
+/**
+Internal use. Defines which object is the ground (where shadows are projected).
+**/
+
 __rayapi void raydium_shadow_map_generate(void);
+/**
+Internal use. Will generate shadow map texture.
+**/
+
 __rayapi void raydium_shadow_map_render(void);
+/**
+Internal use. Will apply shadow map to the ground.
+**/
+
 __rayapi void raydium_shadow_object_draw(GLuint o);
+/**
+Internal use. Draws an object to the shadow map.
+**/
 
 
 #endif