A look at the OGRE site suggests that shadows should appear if the
calls are made:

http://eckhart.stderr.org/doc/ogre-doc/manual/manual_57.html#SEC212

The light from the sun should work but I created another light just to test.
I posted a  bug report on the sf site. I also accidentally dup'd a bug 
report
and cannot find a way to delete it ;o
-p

[email protected] wrote:
> 1) The way to make objects receive shadows is to use a material
> script. I have not been able to figure out how it exactly works
> though. In order to get a material script that should work, copy the
> material that the building in the demo world uses and replace the UUID
> of the base texture.
>
> It would be quite nice if someone would take the time to properly
> document how REX shadows in material scripts actually function.
>
> Also, setting object shadows to true doesn't work and has never
> worked. Next to that, you might not always want shadows to be cast on
> literally everything for performance reasons.
> >
>   


-- 
Paul Fishwick, PhD
Professor and Director, Digital Arts and Sciences Programs
University of Florida
Computer & Information Science and Eng. Dept.
Bldg. CSE, Room 301
P.O. Box 116120
Gainesville, FL 32611
Email: [email protected]
Phone: (352) 392-1414
Fax: (352) 392-1220
Web: http://www.cise.ufl.edu/~fishwick


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