I am also having trouble with SharedNode’s. It could be lighting, but it seems more like a Material problem.
Here you can see on the right, the model of the man with two objects attached.
A cylinder on his hand, and another on his head.
Then on the left (in the HUD) there are SharedNode’s pointing to the same 2 objects, but they don’t have any MaterialState color showing.
The Quad and objects on the left are part of a separate tree/RenderPass with a separate Camera, but
the objects are children of the Quad behind them (which has color), so there is definitely lighting/material states within their tree branch.
I put a non-SharedNode (new Quad) as a child in the same position, and it had color as well.
I also tried putting the very same SharedNode’s into the first (right) node tree, and they work fine. So it must be a difference between the two trees, but also only affecting SharedNode’s, some how.
I have turned on face culling in the HUD, so now only Front faces are visible. And interestingly enough, the faces seem to be inverted.
Here is a picture, where you can see that the material in fact still functions correctly on the “Front” faces, but the SharedNode->SharedMesh->SharedBatch thinks is drawing all the faces inverted.
I’ve looked into SharedBatch, but I think this problem has to do with states being dirty some how. Evident by the fact that these same SharedNode’s work fine when they are rendered by the non-Parallel camera.