I got the mesh fixed already, thanks.
I needed to iterate over the object in the render function --> case RM_PREPARE.
However, the shadow still disappears after pos.z > 200...
the code is this:
Code:
UInt RBall::drawPrepare()
{
actor.draw();
if(mesh) mesh->draw(actor.matrix());
return 1;
}
void RBall::drawShadow()
{
if(mesh) mesh->drawShadow(actor.matrix());
}
EDIT: Well, and after pos.z > 256 I lose control over the player.
It has an actor.velocity() function running in update,
that stops working after pos.z ~256, and I have a logging text running
for actor.pos(), that stops updating as well...
So looks like there is another thing going on which I don't know anything about...