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TinyGL: Use standard initial diffuse and specular values.
As per OpenGL specifications, light 0 is the only light with full diffuse and specular light initial state. This should not affect residualvm as all enabled light properties are configured.
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@ -99,8 +99,13 @@ void glInit(void *zbuffer1, int textureSize) {
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for (int i = 0; i < T_MAX_LIGHTS; i++) {
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GLLight *l = &c->lights[i];
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l->ambient = Vector4(0, 0, 0, 1);
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l->diffuse = Vector4(1, 1, 1, 1);
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l->specular = Vector4(1, 1, 1, 1);
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if (i == 0) {
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l->diffuse = Vector4(1, 1, 1, 1);
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l->specular = Vector4(1, 1, 1, 1);
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} else {
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l->diffuse = Vector4(0, 0, 0, 0);
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l->specular = Vector4(0, 0, 0, 0);
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}
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l->position = Vector4(0, 0, 1, 0);
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l->norm_position = Vector3(0, 0, 1);
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l->spot_direction = Vector3(0, 0, -1);
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