Previously, the cast/receive shadow properties were only set on the root of the glTF scene -- a three.js Group node. Because the glTF object can comprise an arbitrary hierarchy of geometry, each of the meshes in the hierarchy need to be individually configured, otherwise they won't participate in shadows.
Update the gltf test:
gltf now has the ability to cast shadows on itself.
Previously, the cast/receive shadow properties were only set on the root of the glTF scene -- a three.js Group node. Because the glTF object can comprise an arbitrary hierarchy of geometry, each of the meshes in the hierarchy need to be individually configured, otherwise they won't participate in shadows.
Update the gltf test:
This change is