JohnJ you are great that you are spending so much time on this project. Thank you.
Ok. now the problem - I've been doing quick test of your library an Caelum and I got some strange problem with light on the paged trees.
Here is video - http://www.4shared.com/file/28397887/6ecdad1a/error.html
This big tree that is correct lightened, is created by me (normal scenenode), rest is PagedGeometry. So is it should happen like that or I made a mistake somewhere...
Yes, this behavior is expected because PagedGeometry's "ImpostorPage" LOD currently doesn't support dynamic lighting (which Caelum is trying to apply to your trees). Obviously it looks strange because the BatchPage (nearby) trees do get lit correctly while the ImpostorPage (distant) trees don't.
Full support for dynamic lighting and shadows will hopefully be implemented some time in the future, but is currently in the "unscheduled" feature section (see the development notes
Is there any way to fix this?. Is it possible to do something to avoid the trees becomes black at night?.
There's really no quick fix for dynamic lighting. Dynamic lighting is something that needs to be planned and integrated carefully, and unfortunately it's something I neglected to consider when writing PagedGeometry initially. I may add it later, but more likely in PagedGeometry 2.0.
Do you know if there is any way to disable the dynamic lighting only for the trees over the terrain?.
Are you planning to release the PagedGeometry 2.0 including this feature soon?.
Do you know if there is any way to disable the dynamic lighting only for the trees over the terrain?
You could simply disable lighting on the material and add shading through a texture, or you could use a shader. Either way it won't look right if your terrain is dynamically lit and trees are not, unfortunately.
Are you planning to release the PagedGeometry 2.0 including this feature soon?
I can't say it will be soon. PagedGeometry 2.0 hasn't even begun development yet, so it's hard to say anything certain about it.