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- fixed: The texture matrix was not reset after drawing the texture pass for multipass textured dynamic lights.
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@ -455,6 +455,7 @@ void GLFlat::Draw(int pass, bool trans) // trans only has meaning for GLPASS_LIG
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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, false, false);
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gl_RenderState.EnableTextureMatrix(false);
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break;
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}
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}
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