Change:
gl.depthFunc(gl.LESS)
draw.mesh(t, 0.1)
// draw.shadow(t)
This looks right, but doesn't register as correct: "Nope! Try Again?"
This appears to be the intended solution. Otherwise, it could use some more explanation. Perhaps, this would be clarified with an extra object to receive shadow.
Change:
gl.depthFunc(gl.LESS)
draw.mesh(t, 0.1)
// draw.shadow(t)
This looks right, but doesn't register as correct: "Nope! Try Again?"
This appears to be the intended solution. Otherwise, it could use some more explanation. Perhaps, this would be clarified with an extra object to receive shadow.