diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index c2566caba1e..3cb223e5dce 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1655,11 +1655,16 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l lightobj.m_nodiffuse = (la->mode & LA_NO_DIFF) != 0; lightobj.m_nospecular = (la->mode & LA_NO_SPEC) != 0; - if (la->mode & LA_NEG) - { - lightobj.m_red = -lightobj.m_red; - lightobj.m_green = -lightobj.m_green; - lightobj.m_blue = -lightobj.m_blue; + bool glslmat = converter->GetGLSLMaterials(); + + // in GLSL NEGATIVE LAMP is handled inside the lamp update function + if(glslmat==0) { + if (la->mode & LA_NEG) + { + lightobj.m_red = -lightobj.m_red; + lightobj.m_green = -lightobj.m_green; + lightobj.m_blue = -lightobj.m_blue; + } } if (la->type==LA_SUN) { @@ -1671,7 +1676,7 @@ static KX_LightObject *gamelight_from_blamp(Object *ob, Lamp *la, unsigned int l } gamelight = new KX_LightObject(kxscene, KX_Scene::m_callbacks, rendertools, - lightobj, converter->GetGLSLMaterials()); + lightobj, glslmat); BL_ConvertLampIpos(la, gamelight, converter);