// Don't render transparent faces\r
if (data.TextureInfo.FullAlpha || teFace.RGBA.A <= 0.01f) continue;\r
\r
- int lightsEnabled;\r
- GL.GetInteger(GetPName.Lighting, out lightsEnabled);\r
+ bool switchedLightsOff = false;\r
\r
if (pass != RenderPass.Picking)\r
{\r
if (belongToAlphaPass && pass != RenderPass.Alpha) continue;\r
if (!belongToAlphaPass && pass == RenderPass.Alpha) continue;\r
\r
- if (teFace.Fullbright && lightsEnabled != 0)\r
+ if (teFace.Fullbright)\r
{\r
GL.Disable(EnableCap.Lighting);\r
+ switchedLightsOff = true;\r
}\r
\r
switch (teFace.Shiny)\r
\r
}\r
\r
- if (teFace.Fullbright && lightsEnabled != 0)\r
+ if (switchedLightsOff)\r
{\r
GL.Enable(EnableCap.Lighting);\r
+ switchedLightsOff = false;\r
}\r
}\r
\r