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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-06-23 05:12:11 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-06-23 05:12:11 +0400
commit38de9559bc226910578acfc1fb04db77f2be3a62 (patch)
tree8875c6cf7e585947e432c14c5931df042f7cbb97 /source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
parentb506d93f0e6e0a4595ff0287f55aafadf2a66246 (diff)
Fix for reflection mapping unlit faces: normals were not being sent, hence reflection maps weren't being rendered properly (bf-bug #1385)
Set the diffuse material colour - lighting brightness should match blender better. (bf-bug #1385)
Diffstat (limited to 'source/gameengine/GamePlayer/common/GPC_RenderTools.cpp')
-rw-r--r--source/gameengine/GamePlayer/common/GPC_RenderTools.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
index 743af35ae9b..514a73c4d77 100644
--- a/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
+++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.cpp
@@ -157,9 +157,8 @@ int GPC_RenderTools::ProcessLighting(int layer)
void GPC_RenderTools::EnableOpenGLLights()
{
glEnable(GL_LIGHTING);
- glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
- glEnableClientState(GL_NORMAL_ARRAY);
+ glColorMaterial(GL_FRONT_AND_BACK,GL_DIFFUSE);
if (bgl::QueryExtension(bgl::_GL_EXT_separate_specular_color) || bgl::QueryVersion(1, 2))
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
}