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Added: default value for light 0 (thx valgrind)
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@ -559,6 +559,8 @@ bool CDriverGL::setupDisplay()
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// meaning that light direction is always (0,1,0) in eye-space
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// use enableLighting(0....), to get normal behaviour
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_DriverGLStates.enableLight(0, true);
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_LightMode[0] = CLight::DirectionalLight;
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_WorldLightDirection[0] = CVector::Null;
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_Initialized = true;
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