wined3d: Load ModelView matrix for glLightfv calls.
Analogous to the light() function in state.c, the correct ModelView matrix has to be loaded when glLightfv is called.
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@ -7208,6 +7208,11 @@ void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d
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context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
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/* Light settings are affected by the ModelView transform in OpenGL, the View transform in Direct3D. */
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gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
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gl_info->gl_ops.gl.p_glPushMatrix();
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gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
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for (k = 0; k < gl_info->limits.lights; ++k)
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{
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if (!(light = state->lights[k]))
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@ -7218,6 +7223,8 @@ void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d
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checkGLcall("glLightfv dirn");
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}
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gl_info->gl_ops.gl.p_glPopMatrix();
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for (k = 0; k < gl_info->limits.clipplanes; ++k)
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{
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if (!isStateDirty(context, STATE_CLIPPLANE(k)))
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