fixed path3 lighting on real ps2
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@@ -188,16 +188,16 @@ void GifSender::calc3DObject(Matrix t_perspective, Mesh &t_mesh, u32 vertexCount
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VECTOR *lights = new VECTOR[vertexCount];
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calculate_normals(normals, vertexCount, normals, localLight);
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Light::calculateLight(lightDirections, lightColors, lightTypes, t_bulbs, t_bulbsCount, t_mesh.position);
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Light::calculateLight(lightDirections, lightColors, lightTypes, t_bulbs, lightsCount, t_mesh.position);
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calculate_lights(lights, vertexCount, normals, lightDirections, lightColors, lightTypes, lightsCount);
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for (u32 i = 0; i < vertexCount; i++)
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{
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// Apply the light value to the colour.
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colors[i][0] = (t_mesh.color.r * lights[i][0] / 128.0F);
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colors[i][1] = (t_mesh.color.g * lights[i][1] / 128.0F);
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colors[i][2] = (t_mesh.color.b * lights[i][2] / 128.0F);
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colors[i][0] = (t_mesh.color.r * lights[i][0]);
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colors[i][1] = (t_mesh.color.g * lights[i][1]);
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colors[i][2] = (t_mesh.color.b * lights[i][2]);
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vector_clamp(colors[i], colors[i], 0.00F, 1.99F);
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}
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