![Image](http://img838.imageshack.us/img838/1327/i0yg.png)
![Image](http://i.imgur.com/zcf3xs8.png)
As you can see, the shadows are extruded, but not to the nearby geometry. They are instead extruded to the 'infinite' value passed when I create the shadow volume scene node. Changing this infinite value moves where the shadow is extruded to, but does not fix the problem. When the shadows were working previously, this far-off shadow also existed (in addition to the normal shadow), but I ignored it.
More info:
* if I scenemgr->setShadowColor() to anything at all, the shadows do not appear.
* the level geometry is made up of inward-facing polygons. All I do when loading them is set EMF_LIGHTING and EMF_NORMALIZE_NORMALS to true before adding them to my triangle selector. If I instead use a mesh built and exported to .b3d format (no vertex colors or normals) from Blender, I get this result:
Here, it appears the shadow volume is not extruded at all, remaining in the same position as the mesh itself.
* if zfail is set to true, nothing at all appears.
What could be causing this?