Starting up: JMECanvas & (the lack of) shadows

Hi all,



As I’ve just started using jME, I’m setting up a JMECanvas for usage in a Swing application. In doing so, I tried adding shadows using mud2005’s TestShadowPass example from http://www.jmonkeyengine.com/jmeforum/index.php?topic=3373.0. I’m well aware that his implementation is based upon BaseGame, however, it shouldn’t be any different for JMECanvas (now is it?). Nonetheless, the following screenshot is what I end up with… no shadow on the square.







At the moment I’m using the following two classes to end up with a canvas that I can add onto a JFrame (through DisplaySystem.getDisplaySystem().createCanvas…):



InitialScene.java - holds scene data



package jmecanv;

import java.awt.Point;
import java.util.LinkedList;

import com.jme.bounding.BoundingBox;
import com.jme.image.Texture;
import com.jme.intersection.BoundingPickResults;
import com.jme.intersection.PickResults;
import com.jme.light.DirectionalLight;
import com.jme.math.FastMath;
import com.jme.math.Quaternion;
import com.jme.math.Ray;
import com.jme.math.Vector2f;
import com.jme.math.Vector3f;
import com.jme.renderer.ColorRGBA;
import com.jme.renderer.Renderer;
import com.jme.renderer.pass.ShadowedRenderPass;
import com.jme.scene.TriMesh;
import com.jme.scene.shape.Box;
import com.jme.scene.state.MaterialState;
import com.jme.scene.state.TextureState;
import com.jme.util.TextureManager;
import com.jme.util.geom.BufferUtils;

public class InitialScene extends SceneCanvasImplementor
{

Perhaps it was even more foolish than a silly update…State() call