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      <base href="https://bugzilla.icculus.org/" />
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    <body><span class="vcard"><a class="email" href="mailto:use.less01@gmail.com" title="James Canete <use.less01@gmail.com>"> <span class="fn">James Canete</span></a>
</span> changed
              <a class="bz_bug_link 
          bz_status_RESOLVED  bz_closed"
   title="RESOLVED FIXED - OpenGL2: shader bug in q3dm4"
   href="https://bugzilla.icculus.org/show_bug.cgi?id=5999">bug 5999</a>
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          <tr>
            <th>What</th>
            <th>Removed</th>
            <th>Added</th>
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           <td style="text-align:right;">Status</td>
           <td>NEW
           </td>
           <td>RESOLVED
           </td>
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           <td style="text-align:right;">Resolution</td>
           <td>---
           </td>
           <td>FIXED
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            <b><a class="bz_bug_link 
          bz_status_RESOLVED  bz_closed"
   title="RESOLVED FIXED - OpenGL2: shader bug in q3dm4"
   href="https://bugzilla.icculus.org/show_bug.cgi?id=5999#c1">Comment # 1</a>
              on <a class="bz_bug_link 
          bz_status_RESOLVED  bz_closed"
   title="RESOLVED FIXED - OpenGL2: shader bug in q3dm4"
   href="https://bugzilla.icculus.org/show_bug.cgi?id=5999">bug 5999</a>
              from <span class="vcard"><a class="email" href="mailto:use.less01@gmail.com" title="James Canete <use.less01@gmail.com>"> <span class="fn">James Canete</span></a>
</span></b>
        <pre>Looks like this is a bug with the lightall shader not supporting deforms, and
the shader parser using it anyway.

I've added some code to fall back to the generic shader in this case.  This
means sun shadows will be incorrect on surfaces with deforms or
adjustColorsForFog, though.</pre>
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