Not sure how shadows work currently in DBPro but I am under the impression that the technique is out dated, so if any of the developers read this post, here is a link:
http://developer.nvidia.com/object/robust_shadow_volumes.html
It talks about fast real time shadow volumes. I have tried doing this myself but I realised that the only way to implement it effectively is for it to come in an update to DBPro.
Also, in the last link at bottom of page "Real Shadows Real Time" it is a short article that tells how it works using stencil buffers and it even gives code at the bottom of the .pdf.
I have done some OpenGL programming with C++ and from glancing over the code, it doesn't sound too tricky.
P.S. This is just a suggestion so if I've said anything incorrect please don't flame this post I didn't look into it too much.