Fix model lighting bug
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35c8e8f4c5
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@ -655,24 +655,22 @@
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If Not Me.Model Is Nothing Then
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If Not Me.Model Is Nothing Then
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For Each mesh As ModelMesh In Me.Model.Meshes
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For Each mesh As ModelMesh In Me.Model.Meshes
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For Each part As ModelMeshPart In mesh.MeshParts
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For Each part As ModelMeshPart In mesh.MeshParts
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If part.Effect.GetType().Name.ToLower() = Screen.Effect.GetType().Name.ToLower() Then
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With CType(part.Effect, BasicEffect)
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With CType(part.Effect, BasicEffect)
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Lighting.UpdateLighting(CType(part.Effect, BasicEffect), True)
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Lighting.UpdateLighting(CType(part.Effect, BasicEffect), True)
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.Alpha = Me.Opacity
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.Alpha = Me.Opacity
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.DiffuseColor = Screen.Effect.DiffuseColor
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.DiffuseColor = Screen.Effect.DiffuseColor
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If Not Screen.Level.World Is Nothing Then
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If Not Screen.Level.World Is Nothing Then
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If Screen.Level.World.EnvironmentType = P3D.World.EnvironmentTypes.Outside Then
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If Screen.Level.World.EnvironmentType = P3D.World.EnvironmentTypes.Outside Then
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.DiffuseColor *= SkyDome.GetDaytimeColor(True).ToVector3()
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.DiffuseColor *= SkyDome.GetDaytimeColor(True).ToVector3()
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End If
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End If
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End If
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End If
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.FogEnabled = True
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.FogEnabled = True
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.FogColor = Screen.Effect.FogColor
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.FogColor = Screen.Effect.FogColor
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.FogEnd = Screen.Effect.FogEnd
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.FogEnd = Screen.Effect.FogEnd
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.FogStart = Screen.Effect.FogStart
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.FogStart = Screen.Effect.FogStart
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End With
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End With
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End If
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Next
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Next
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Next
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Next
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End If
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End If
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