Sorry to have confused the issue, the SDK dosnt cover this, i did a years worth of experiments when FSX RTM came out and this was an area of special attention as were material properties and how to exploit them, these shadow parts are generated by the sim automaticaly and i doing a lowsy job of explaining how, this pic might be a better exsample
In the upper erea you can see the box like shape of a motor home or RV and right beside it the grey lines are the shadow model generated by the sim , in the left you are seeing a building and inside of the garage is a Jeep , also note the copy of it being projected as well as the telephone poll behind the building with its twin rendered on the ground next to it, all the dark grey lines you see are shadows being rendered , the light & red lines are the original mesh, as you can see your sim works twice as hard when you allow scenery to cast ground shadows, turning off all shadows results in a substantial gain in FPS and the pic shows why.
In this pic the Cessna has aircraft shadows turned off, but as you see there is a duplication of all elements ( besides the Cessna ) and there is a transparent material applied ( by the sim ) to the shadow model that shades or darkens the underlying surfaces opposite to the suns direction of any object with a material applied that allows shadows .
The Simulator builds the shadow model for you , there are a number of ways to control them ( shadows ), one can create invisible ( transparent ) objects to cast shadows or a complete shadow model if you want to reduce the poly count of the sim generated shadow model,and turn off the shadows on all materials except the one applied to the shadow model you built, there are a multitude of tweaks that one can exploit but the tweak most often used is not to display VC shadows period...