If there is a sphericalHarmonicsTexture, kill ambient.
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@ -141,6 +141,9 @@ void IrrDriver::renderGLSL(float dt)
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const core::recti &viewport = camera->getViewport();
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if (World::getWorld() && World::getWorld()->getTrack()->hasShadows() && !SphericalHarmonicsTextures.empty())
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irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
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unsigned plc = UpdateLightsInfo(camnode, dt);
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computeCameraMatrix(camnode, viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
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renderScene(camnode, plc, glows, dt, track->hasShadows(), false);
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@ -168,9 +168,6 @@ void IrrDriver::renderLights(unsigned pointlightcount)
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}
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m_rtts->getFBO(FBO_COMBINED_TMP1_TMP2).Bind();
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if (World::getWorld() && World::getWorld()->getTrack()->hasShadows() && SkyboxCubeMap)
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irr_driver->getSceneManager()->setAmbientLight(SColor(0, 0, 0, 0));
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// Render sunlight if and only if track supports shadow
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if (!World::getWorld() || World::getWorld()->getTrack()->hasShadows())
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{
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