it should display a shadow over the lighting though.
As for the black wall showing all those red sections, that is probably due to normals from the converted mesh dae file.
Mesh importing assets from arteria3D usually have this problem.
What has probably happened is at certain vertices, the normals for the vertex have flipped 180 degrees, leaving incorrect lighting.
You may need to use a modelling package to import and unify the normals, then export the mesh files again.
We do have a tool planned to unify the normals for you to bypass the modelling app stage.
As for the floor, this is due to there being no light clipping plane or volume to stop rendering the light outside of a certain point.
You should play with the lighting attenuation to keep brightness within the walls and have the light falloff quicker.
But i also notice that it says material error, this material is not advanced and wont accept shadows.
Tip: With point lights, set the shadow distance to around 1 to improve the accuracy, as we have not yet got point light shadows.
As for shadows not disappearing when turned off. The scene currently always has to handle 1 shadowmap, so when all are turned off, there is always a remaining shadow artifact, but it doesn't take anymore performance.
We are moving into these areas of visual quality now, so they will be fixed over time 
Statistics: Posted by SolarPortal — 15 Jul 2014, 09:01
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