Awesome, thanks for the correction.  I see that my initial example forgot to
actually add the model to the shadowed scene :P  But that wasn't the real
problem.  The real problem was giving osgPPU the same node that i was using for
shadows.  After seeing what you did in your correction I rearranged the graph
like this:

scene->addChild(shadowedScene);
shadowedScene->addChild(loadedModel);

and everything worked as expected.  Now I just want to understand why this
worked.  It it because osgPPU and osgShadow are no longer fighting to control
the state of the single scene node?

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