lighting of rotated tileset objects was wrong.
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@ -4701,9 +4701,10 @@ void Renderer::renderObjects(const int renderFps) {
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glTranslatef(v.x, v.y, v.z);
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glTranslatef(v.x, v.y, v.z);
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glRotatef(o->getRotation(), 0.f, 1.f, 0.f);
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glRotatef(o->getRotation(), 0.f, 1.f, 0.f);
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if(o->getRotation() != 0.0) {
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//We use OpenGL Lights so no manual action is needed here. In fact this call did bad things on lighting big rocks for example
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setupLightingForRotatedModel();
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// if(o->getRotation() != 0.0) {
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}
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// setupLightingForRotatedModel();
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// }
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//objModel->updateInterpolationData(0.f, true);
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//objModel->updateInterpolationData(0.f, true);
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//if(this->gameCamera->getPos().dist(o->getPos()) <= SKIP_INTERPOLATION_DISTANCE) {
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//if(this->gameCamera->getPos().dist(o->getPos()) <= SKIP_INTERPOLATION_DISTANCE) {
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