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- fixed: the translucent flat drawer used a bad condition for dynamic light processing which caused a problem with the GL 3.x lighting method.
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@ -424,7 +424,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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else gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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gl_RenderState.SetMaterial(gltexture, CLAMP_NONE, 0, -1, false);
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gl_SetPlaneTextureRotation(&plane, gltexture);
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DrawSubsectors(pass, !gl.legacyMode, true);
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DrawSubsectors(pass, !gl.legacyMode && (gl.lightmethod == LM_DIRECT || dynlightindex > -1), true);
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gl_RenderState.EnableTextureMatrix(false);
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}
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if (renderstyle==STYLE_Add) gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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