- fixed overflow with storing a sprite's dynamic light color in a PalEntry.
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3 changed files with 4 additions and 9 deletions
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@ -141,7 +141,7 @@ bool FRenderState::ApplyShader()
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activeShader->muLightParms.Set(mLightParms);
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activeShader->muFogColor.Set(mFogColor);
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activeShader->muObjectColor.Set(mObjectColor);
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activeShader->muDynLightColor.Set(mDynColor);
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activeShader->muDynLightColor.Set(mDynColor.vec);
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activeShader->muInterpolationFactor.Set(mInterpolationFactor);
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if (mGlowEnabled)
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