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- fixed sprite and particle colors when not affected by dynlights
When gl_light_sprites and/or gl_light_particles CVARs were unset, random values could be used their colors https://forum.zdoom.org/viewtopic.php?t=67066
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@ -146,7 +146,7 @@ void HWSprite::DrawSprite(HWDrawInfo *di, FRenderState &state, bool translucent)
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{
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{
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if (dynlightindex == -1) // only set if we got no light buffer index. This covers all cases where sprite lighting is used.
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if (dynlightindex == -1) // only set if we got no light buffer index. This covers all cases where sprite lighting is used.
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{
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{
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float out[3];
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float out[3] = {};
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di->GetDynSpriteLight(gl_light_sprites ? actor : nullptr, gl_light_particles ? particle : nullptr, out);
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di->GetDynSpriteLight(gl_light_sprites ? actor : nullptr, gl_light_particles ? particle : nullptr, out);
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state.SetDynLight(out[0], out[1], out[2]);
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state.SetDynLight(out[0], out[1], out[2]);
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}
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}
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