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fix DirectX lighting some more
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@ -4060,14 +4060,19 @@ bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
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alight.dvRange = D3DLIGHT_RANGE_MAX;
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alight.dvFalloff = 1.0f;
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alight.dvTheta = 0.0f;
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alight.dvPhi = lens->get_hfov();
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alight.dvPhi = deg_2_rad(lens->get_hfov());
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const LVecBase3f &att = light_obj->get_attenuation();
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alight.dvAttenuation0 = (D3DVALUE)att[0];
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alight.dvAttenuation1 = (D3DVALUE)att[1];
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alight.dvAttenuation2 = (D3DVALUE)att[2];
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HRESULT res = _pScrn->pD3DDevice->SetLight(light_id, &alight);
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HRESULT hr = _pScrn->pD3DDevice->SetLight(light_id, &alight);
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if (FAILED(hr)) {
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wdxdisplay7_cat.warning()
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<< "Could not set light properties for " << light
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<< " to id " << light_id << "\n";
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}
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}
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#if 0
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@ -4328,7 +4328,7 @@ bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
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alight.Range = __D3DLIGHT_RANGE_MAX;
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alight.Falloff = 1.0f;
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alight.Theta = 0.0f;
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alight.Phi = lens->get_hfov();
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alight.Phi = deg_2_rad(lens->get_hfov());
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const LVecBase3f &att = light_obj->get_attenuation();
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alight.Attenuation0 = att[0];
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@ -4667,7 +4667,7 @@ do_auto_rescale_normal() {
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////////////////////////////////////////////////////////////////////
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bool DXGraphicsStateGuardian8::
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slot_new_light(int light_id) {
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return (light_id < _max_lights);
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return ((unsigned int)light_id < _max_lights);
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}
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////////////////////////////////////////////////////////////////////
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@ -4734,7 +4734,7 @@ enable_light(int light_id, bool enable) {
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////////////////////////////////////////////////////////////////////
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bool DXGraphicsStateGuardian8::
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slot_new_clip_plane(int plane_id) {
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return (plane_id < _max_clip_planes);
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return ((unsigned int)plane_id < _max_clip_planes);
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}
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////////////////////////////////////////////////////////////////////
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@ -307,8 +307,8 @@ protected:
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D3DBLEND _blend_source_func;
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D3DBLEND _blend_dest_func;
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int _max_lights;
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int _max_clip_planes;
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unsigned int _max_lights;
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unsigned int _max_clip_planes;
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bool _line_smooth_enabled;
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bool _color_material_enabled;
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@ -3500,7 +3500,7 @@ bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
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alight.Range = __D3DLIGHT_RANGE_MAX;
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alight.Falloff = 1.0f;
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alight.Theta = 0.0f;
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alight.Phi = lens->get_hfov();
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alight.Phi = deg_2_rad(lens->get_hfov());
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const LVecBase3f &att = light_obj->get_attenuation();
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alight.Attenuation0 = att[0];
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