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Fixed issue where objects with bloom disabled would screw up bloom rendering
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@@ -117,7 +117,7 @@ void CScriptNode::Draw(ERenderOptions Options)
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if (!mpActiveModel)
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{
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glBlendFunc(GL_ONE, GL_ZERO);
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glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ZERO);
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glDepthMask(GL_TRUE);
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LoadModelMatrix();
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