To solve the shadow problem in rendering scenarios over the past few days, first find an article in EddieArticle
Using sceneobject in the torque engine to generate dynamic shadows (shadows class derived from sceneobject)
Only then can we know that the DIF object and SHAP object can automatically calculate the static shadow, while the DTs object is shaded by the hidden object! Such as trees and other shap
However, torque_logo.dts In the example can have shadows. How can this be explained? In 3D Game Development
Also, DTS objects don't inherently understand the concept of lighting and shadows, So if you make a building as a DTS object, you will also have to light it yourself using another object-which is possible, but you'll have to do that for every building.
Therefore, if we want to generate a shadow, we 'd better use DIF!
In addition, the patch mentioned by Eddie is no longer applicable in 1.5, because tlk already exists.