ddraw: Make sure AddLight properly activates lights.
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@ -672,8 +672,8 @@ static HRESULT WINAPI d3d_viewport_Clear(IDirect3DViewport3 *iface,
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This->background->mat.u.diffuse.u4.a);
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}
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/* Need to temporarily activate viewport to clear it. Previously active one will be restored
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afterwards. */
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/* Need to temporarily activate the viewport to clear it. The previously
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* active one will be restored afterwards. */
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viewport_activate(This, TRUE);
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hr = IDirect3DDevice7_Clear(&This->active_device->IDirect3DDevice7_iface, rect_count, rects,
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@ -740,8 +740,12 @@ static HRESULT WINAPI d3d_viewport_AddLight(IDirect3DViewport3 *iface, IDirect3D
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light_impl->active_viewport = This;
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/* If active, activate the light */
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if (This->active_device)
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if (This->active_device && light_impl->light.dwFlags & D3DLIGHT_ACTIVE)
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{
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/* Disable the flag so that light_activate actually does its job. */
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light_impl->light.dwFlags &= ~D3DLIGHT_ACTIVE;
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light_activate(light_impl);
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}
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wined3d_mutex_unlock();
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