Right, forgot to mention the sky on my list of issues.Some shadows seem to end up rendered on the skybox, but I can probably solve this really easily once I know how far the skybox is.
The sky isn't far at all (around 100 units away from the camera AFAIK). It just appears far because it renders first and 'under' everything else. We'll need to make the sky not receive any shadows. For the non-shader path, disabling the texture unit should be enough (i.e. set the shadow texture unit explicitely to 'OFF' in the sky's StateSet)
Keep in mind that if you're not using shaders,
is going to be an issue. I have no idea if that explains the rest of your glitches, though.- Polygons facing away from the light source display a flickering effect (this is normal, and can be resolved by using a shader so that back-facing polygons are always shadowed).