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 --~--~---------~--~----~------------~-------~--~----~ this list: http://groups.google.com/group/realxtend realXtend home page: http://www.realxtend.org/ -~----------~----~----~----~------~----~------~--~---
