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Fix updating glow on entities
was broken in #10021 more than 2 years ago(!)
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@ -858,7 +858,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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void GenericCAO::updateLight(u32 day_night_ratio)
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{
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if (m_glow < 0)
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if (m_prop.glow < 0)
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return;
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u16 light_at_pos = 0;
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@ -883,7 +883,7 @@ void GenericCAO::updateLight(u32 day_night_ratio)
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if (!pos_ok)
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light_at_pos = LIGHT_SUN;
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video::SColor light = encode_light(light_at_pos, m_glow);
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video::SColor light = encode_light(light_at_pos, m_prop.glow);
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if (!m_enable_shaders)
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final_color_blend(&light, light_at_pos, day_night_ratio);
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@ -1319,7 +1319,6 @@ void GenericCAO::updateTextures(std::string mod)
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m_previous_texture_modifier = m_current_texture_modifier;
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m_current_texture_modifier = mod;
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m_glow = m_prop.glow;
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video::ITexture *shadow_texture = nullptr;
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if (auto shadow = RenderingEngine::get_shadow_renderer())
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@ -1496,7 +1495,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
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}
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// Set mesh color (only if lighting is disabled)
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if (!m_prop.colors.empty() && m_glow < 0)
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if (!m_prop.colors.empty() && m_prop.glow < 0)
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setMeshColor(mesh, m_prop.colors[0]);
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}
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}
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