Ah, I fixed the use of animated meshes in StaticGeometry; the inclusion of blend weights / blend indices in the vertex declaration that was being copied in caused the renderer to try to blend using bone matrices that weren’t there. These meshes can now be added (although of course they are not animated once in the StaticGeometry). Here’s proof:
Now to see if I can find time to write a dedicated demo for this.
I also fixed the use of the texture_viewproj_matrix automatic vertex program binding, and used it to allow texture shadows to work on the terrain scene manager, which they didn’t before.