if (teFace == null)\r
continue;\r
\r
+ int lightsEnabled;\r
+ GL.GetInteger(GetPName.Lighting, out lightsEnabled);\r
+\r
if (pass != RenderPass.Picking)\r
{\r
bool belongToAlphaPass = (teFace.RGBA.A < 0.99) || data.TextureInfo.HasAlpha;\r
// Don't render transparent faces\r
if (teFace.RGBA.A <= 0.01f) continue;\r
\r
+ if (teFace.Fullbright && lightsEnabled != 0)\r
+ {\r
+ GL.Disable(EnableCap.Lighting);\r
+ }\r
+\r
switch (teFace.Shiny)\r
{\r
case Shininess.High:\r
GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);\r
\r
}\r
+\r
+ if (teFace.Fullbright && lightsEnabled != 0)\r
+ {\r
+ GL.Enable(EnableCap.Lighting);\r
+ }\r
}\r
\r
GL.BindTexture(TextureTarget.Texture2D, 0);\r