Well – actually when a certain technique is not pure FFP technique the RTSS won’t generate shaders for it – it will fail in the createShaderBasedTechnique method. This behavior is the desgined behaviour of the system.Will the RT shader system be able to handle things like HardwareSkinning which need a special 'shadow_caster_vertex_program_ref' in material file for shadows??
**EDIT** Thinking about it, the skeleton demo works with the RT shader system on (Although the shadows dont work perfectly)
In case of the SkeletalAnimation sample the technqiue used for rendering the animated charater contains vertex program for the doing the animation on the GPU (Ogre/HardwareSkinningTwoWeights) – so the RTSS doesn’t create a shader based technique for it.
Regarding the shadows - it works as separate modulative pass using ogre core shadow caster/receiver materials and agasin - both don’t go thru the RTSS pipe.
One point you raised here is the need of shader based extension for hardware skining – I’ll add it to the task list…


