diff --git a/src/Core/Scene/CScene.cpp b/src/Core/Scene/CScene.cpp index 4a1894cd..1f860a38 100644 --- a/src/Core/Scene/CScene.cpp +++ b/src/Core/Scene/CScene.cpp @@ -210,7 +210,7 @@ void CScene::AddSceneToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo) std::vector& rNodeVec = it->second; for (u32 iNode = 0; iNode < rNodeVec.size(); iNode++) - if (rNodeVec[iNode]->IsVisible()) + if (ViewInfo.GameMode || rNodeVec[iNode]->IsVisible()) rNodeVec[iNode]->AddToRenderer(pRenderer, ViewInfo); } } diff --git a/src/Core/Scene/CStaticNode.cpp b/src/Core/Scene/CStaticNode.cpp index 9801c05f..6cf99234 100644 --- a/src/Core/Scene/CStaticNode.cpp +++ b/src/Core/Scene/CStaticNode.cpp @@ -48,7 +48,7 @@ void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn { if (!mpModel) return; - bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting; + bool IsLightingEnabled = CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode; CGraphics::sVertexBlock.COLOR0_Amb = (IsLightingEnabled ? CColor::skBlack : CColor::skWhite); float Mul = CGraphics::sWorldLightMultiplier; CGraphics::sPixelBlock.TevColor = CColor(Mul,Mul,Mul);