Hello

I am working on polishing up a custom consumer rendering patch for 10.6 compatibility, and have finally gotten around to adding what appears to be proper normals for lighting. In experimenting with the new 10.6 lighting patch I've noticed that the shadow option ... "does weird stuff" to my consumer rendering, so I'm assuming I'm not restoring state or drawing in a way that it expects, because things just break with it. Im not able to get new textures on to my vertices, I see no shadows, but my geometry continues to update. Im using the standard QCPluginImageProvider methods to lock buffer representation/ bind to context etc.

How do shadows work internally, and how does one make sure (using the public API) that shadows can/will work with custom Consumers rendered in non immediate mode (VBO via glDrawElements)? Is there some key state that needs to be maintained before/after execute at time? As far as I am aware I am playing it safe with my state saving/restoration code.

And while we are at it, what does one have to do to maintain GLSL macro patch compatibility, specifically with regard to images/active textures.

For what its worth, Im working my heavily modified GLHeighfield / Rutt Etra plugin, and would love to have it working as well as possible within the QC ecosystem of patches. Heres a quick sample of where its at: http://vimeo.com/6553710

Thanks,
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