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- fixed: The wall spliter for 3D lights did not initialize the resulting colormap's fog density value.
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@ -371,6 +371,7 @@ void GLWall::RenderTextured(int rflags)
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int thisll = (*lightlist)[i].caster != NULL ? gl_ClampLight(*(*lightlist)[i].p_lightlevel) : lightlevel;
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FColormap thiscm;
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thiscm.FadeColor = Colormap.FadeColor;
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thiscm.FogDensity = Colormap.FogDensity;
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thiscm.CopyFrom3DLight(&(*lightlist)[i]);
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mDrawer->SetColor(thisll, rel, thiscm, absalpha);
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if (type != RENDERWALL_M2SNF) mDrawer->SetFog(thisll, rel, &thiscm, RenderStyle == STYLE_Add);
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