'Clean' Sswift Shadow demo?

Blitz3D Forums/Blitz3D Programming/'Clean' Sswift Shadow demo?

Okay - that seems to help! However, I'm still having no dice with the actual shadow code. I must be missing something. Here's a simple demo I put together...

;--------------------------------------
; Simple SSwift Shadow Demo
;--------------------------------------

Include "Swift Shadow System.bb"

; Initialise graphics + camera


Graphics3D 640,480,16,2
ClearTextureFilters 
cam=CreateCamera()

arenalight=CreateLight()
LightColor arenalight,100,150,150

period=1000/UPS
time=MilliSecs()-period
Const UPS=60

; Load Meshes + Textures
Global samplecone = CreateCone()
EntityColor samplecone,255,150,150

Global arena = CreateCube()
EntityColor arena,140,190,240
ScaleEntity arena,20,0.05,20
PositionEntity arena,0,-0.1,0
EntityShininess arena,0.5


; Position and animate Entities
PositionEntity cam,0,1,0
RotateEntity   cam,0,0,0
PositionEntity arena,0,0,0
PositionEntity samplecone,0,2,8
RotateEntity   samplecone,0,180,0
PositionEntity arenalight,0,20,0


; Initialise Shadow Casters/REceivers
Cast_Light(arenalight,500)
Cast_Shadow(samplecone)
Receive_Shadow(arena)


.MainLoop

Repeat

	; Camera Movement code
	If KeyDown(200) MoveEntity cam,0,0,0.15
	If KeyDown(208)	MoveEntity cam,0,0,-0.15
	If KeyDown(203) TurnEntity cam,0,2,0
	If KeyDown(205) TurnEntity cam,0,-2,0


	; Frame Limiting Code Start	
	Repeat
		elapsed=MilliSecs()-time
	Until elapsed
	ticks=elapsed/period
	tween#=Float(elapsed Mod period)/Float(period)
	
	For k=1 To ticks
		time=time+period	
		If KeyHit(1) End
		UpdateWorld
	Next
	; End Frame Limiting

	TurnEntity samplecone,1,2,3
	
	Update_Shadows(cam)    		; Update Shadows
	RenderWorld tween			; Draw World (tween indicates 60fps)
	Flip

Forever


I think the code ought to be casting a shadow, but I don't see it. What am I doing wrong?