Fix provided by Mal:
- 3D Window, textured drawmode shows lighted again for non-textured faces - Engine: faces show lighted again when 3d windows was Solid draw mode Example: http://www.candointeractive.com/blender/BlenderViewport.jpg
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@ -1021,7 +1021,7 @@ void draw_tface_mesh(Object *ob, Mesh *me, int dt)
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g_draw_tface_mesh_ob = ob;
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g_draw_tface_mesh_istex = istex;
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memcpy(g_draw_tface_mesh_obcol, obcol, sizeof(obcol));
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set_draw_settings_cached(1, 0, 0, 0, 0, 0, 0);
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set_draw_settings_cached(1, 0, 0, 1, 0, 0, 0);
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if(dt > OB_SOLID || g_draw_tface_mesh_islight==-1) {
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bProperty *prop = get_property(ob, "Text");
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@ -181,7 +181,7 @@ bool RAS_MaterialBucket::ActivateMaterial(const MT_Transform& cameratrans, RAS_I
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else
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dolights = (m_material->GetDrawingMode()&16)!=0;
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if ((rasty->GetDrawingMode() <= RAS_IRasterizer::KX_SOLID) || !dolights)
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if ((rasty->GetDrawingMode() < RAS_IRasterizer::KX_SOLID) || !dolights)
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{
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rendertools->ProcessLighting(-1);
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}
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