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specularColor.alpha should default to 1, not 0
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1 changed files with 1 additions and 1 deletions
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@ -138,7 +138,7 @@ shade_rastpos(GLcontext *ctx,
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COPY_3V(diffuseColor, base[0]);
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diffuseColor[3] = CLAMP(
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ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
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ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0);
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ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0);
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foreach (light, &ctx->Light.EnabledList) {
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GLfloat attenuation = 1.0;
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