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WINTERMUTE: Render light position and direction if requested
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@@ -463,6 +463,37 @@ bool AdSceneGeometry::render(bool render) {
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// m_Renderer->m_NumPolygons += _generics[i]->m_Mesh->m_NumFaces;
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}
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_gameRef->_renderer3D->resetModelViewTransform();
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for (i = 0; i < _lights.size(); ++i) {
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if (!_lights[i]->_active) {
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continue;
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}
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glBegin(GL_LINES);
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glColor3f(1.0f, 1.0f, 0.0f);
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Math::Vector3d right = _lights[i]->_position + Math::Vector3d(1000.0f, 0.0f, 0.0f);
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Math::Vector3d up = _lights[i]->_position + Math::Vector3d(0.0f, 1000.0f, 0.0f);
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Math::Vector3d backward = _lights[i]->_position + Math::Vector3d(0.0f, 0.0f, 1000.0f);
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Math::Vector3d left = _lights[i]->_position + Math::Vector3d(-1000.0f, 0.0f, 0.0f);
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Math::Vector3d down = _lights[i]->_position + Math::Vector3d(0.0f, -1000.0f, 0.0f);
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Math::Vector3d forward = _lights[i]->_position + Math::Vector3d(0.0f, 0.0f, -1000.0f);
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glVertex3fv(_lights[i]->_position.getData());
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glVertex3fv(right.getData());
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glVertex3fv(_lights[i]->_position.getData());
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glVertex3fv(up.getData());
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glVertex3fv(_lights[i]->_position.getData());
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glVertex3fv(backward.getData());
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glVertex3fv(_lights[i]->_position.getData());
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glVertex3fv(left.getData());
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glVertex3fv(_lights[i]->_position.getData());
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glVertex3fv(down.getData());
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glVertex3fv(_lights[i]->_position.getData());
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glVertex3fv(forward.getData());
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glEnd();
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}
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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// m_Renderer->m_Device->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
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