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Fixed applying of dymanic lights to models
https://forum.zdoom.org/viewtopic.php?t=60301
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1 changed files with 2 additions and 1 deletions
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@ -351,7 +351,7 @@ void GLSprite::Draw(int pass)
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if (gl_lights && GLRenderer->mLightCount && mDrawer->FixedColormap == CM_DEFAULT && !fullbright)
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{
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if (modelframe && !particle)
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gl_SetDynModelLight(gl_light_sprites ? actor : NULL, dynlightindex);
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dynlightindex = gl_SetDynModelLight(gl_light_sprites ? actor : NULL, dynlightindex);
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else
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gl_SetDynSpriteLight(gl_light_sprites ? actor : NULL, gl_light_particles ? particle : NULL);
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}
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@ -523,6 +523,7 @@ inline void GLSprite::PutSprite(bool translucent)
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{
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list = GLDL_MODELS;
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}
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dynlightindex = -1;
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auto newsprt = gl_drawinfo->drawlists[list].NewSprite();
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*newsprt = *this;
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}
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