The level is being dynamically lit "correctly," as in triangle faces are darker if the light scene node is in the negative half space of the face, but I can't get the shadow volume to cast shadows.
It definitely can; my character's cast shadows on themselves.
I think it might have something to do with very large (in terms of number of faces) meshes. I have a treasure chest mesh with a really large number of faces and I get a white screen when I try to add a shadow volume to that, which is the same behavior I get when I try and do
Ah yes, I would have mentioned it but I'm not a big fan of shameless self-promotion.
It doesn't really require any documentation outside the examples, the header files should contain sufficient comments for everything. The only problem is that it only supports spot lights and directional lights, not point lights so it'll only be useful if you want to do like a daytime simulation thing. Also I recommend if you do that for the Quake 3 level to enable VSM shadows.
ShadowMapping for Irrlicht!: Get it here
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Yea I just tried with not much luck. It's cool and easy to use, just doesn't fit the need I have.
I tried to use a shadow light high up in the air with 180* FOV, and that worked, but it didn't play nice with the other effects I'm using: TGMs Shader Package radial blur, and rendering to textures for the GUI and minimap.