Bugfix (caused by passes work): the 'default material' needed to become
initialized properly before rendering. Effect was that shadow for Objects without material looked weird.
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@@ -676,6 +676,8 @@ void init_render_materials(int r_mode, float *amb)
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if(ma->id.us)
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init_render_material(ma, r_mode, amb);
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}
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do_init_render_material(&defmaterial, r_mode, amb);
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}
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/* only needed for nodes now */
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