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-rw-r--r--src/client/render/anaglyph.cpp1
-rw-r--r--src/client/render/core.cpp5
2 files changed, 5 insertions, 1 deletions
diff --git a/src/client/render/anaglyph.cpp b/src/client/render/anaglyph.cpp
index 153e77400..2571f7333 100644
--- a/src/client/render/anaglyph.cpp
+++ b/src/client/render/anaglyph.cpp
@@ -30,6 +30,7 @@ void RenderingCoreAnaglyph::drawAll()
void RenderingCoreAnaglyph::setupMaterial(int color_mask)
{
video::SOverrideMaterial &mat = driver->getOverrideMaterial();
+ mat.reset();
mat.Material.ColorMask = color_mask;
mat.EnableFlags = video::EMF_COLOR_MASK;
mat.EnablePasses = scene::ESNRP_SKY_BOX | scene::ESNRP_SOLID |
diff --git a/src/client/render/core.cpp b/src/client/render/core.cpp
index 1028a96e1..9927e2589 100644
--- a/src/client/render/core.cpp
+++ b/src/client/render/core.cpp
@@ -90,8 +90,11 @@ void RenderingCore::draw(video::SColor _skycolor, bool _show_hud, bool _show_min
entity_esp_color = video::SColor(255, entity_color.X, entity_color.Y, entity_color.Z);
player_esp_color = video::SColor(255, player_color.X, player_color.Y, player_color.Z);
- if (shadow_renderer)
+ if (shadow_renderer) {
+ // This is necessary to render shadows for animations correctly
+ smgr->getRootSceneNode()->OnAnimate(device->getTimer()->getTime());
shadow_renderer->update();
+ }
beforeDraw();
drawAll();