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Don't ask OpenGL if we switched the lighting off. Remember state.
authorLatif Khalifa <latifer@streamgrid.net>
Sun, 17 Jul 2011 08:30:40 +0000 (08:30 +0000)
committerLatif Khalifa <latifer@streamgrid.net>
Sun, 17 Jul 2011 08:30:40 +0000 (08:30 +0000)
git-svn-id: https://radegast.googlecode.com/svn/trunk@989 f7a694da-4d33-11de-9ad6-1127a62b9fcd

Radegast/GUI/Rendering/Rendering.cs

index 2ad95f5..37e0e59 100644 (file)
@@ -1866,8 +1866,7 @@ namespace Radegast.Rendering
                 // 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
@@ -1876,9 +1875,10 @@ namespace Radegast.Rendering
                     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
@@ -1975,9 +1975,10 @@ namespace Radegast.Rendering
 \r
                 }\r
 \r
-                if (teFace.Fullbright && lightsEnabled != 0)\r
+                if (switchedLightsOff)\r
                 {\r
                     GL.Enable(EnableCap.Lighting);\r
+                    switchedLightsOff = false;\r
                 }\r
             }\r
 \r