From e7907394def8ef442225bc9c625d6ffc4a32a7d7 Mon Sep 17 00:00:00 2001 From: Titus Tscharntke Date: Thu, 14 Mar 2013 21:16:16 +0000 Subject: [PATCH] lighting of rotated tileset objects was wrong. --- source/glest_game/graphics/renderer.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/source/glest_game/graphics/renderer.cpp b/source/glest_game/graphics/renderer.cpp index e206b21d..12723cf9 100644 --- a/source/glest_game/graphics/renderer.cpp +++ b/source/glest_game/graphics/renderer.cpp @@ -4701,9 +4701,10 @@ void Renderer::renderObjects(const int renderFps) { glTranslatef(v.x, v.y, v.z); glRotatef(o->getRotation(), 0.f, 1.f, 0.f); - if(o->getRotation() != 0.0) { - setupLightingForRotatedModel(); - } + //We use OpenGL Lights so no manual action is needed here. In fact this call did bad things on lighting big rocks for example + // if(o->getRotation() != 0.0) { + // setupLightingForRotatedModel(); + // } //objModel->updateInterpolationData(0.f, true); //if(this->gameCamera->getPos().dist(o->getPos()) <= SKIP_INTERPOLATION_DISTANCE) {