Move setting of _NEW_LIGHT to only occur when materials are present.
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@@ -171,11 +171,10 @@ static void _tnl_copy_to_current( GLcontext *ctx )
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if (tnl->vtx.have_materials) {
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tnl->Driver.NotifyMaterialChange( ctx );
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ctx->NewState |= _NEW_LIGHT;
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}
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ctx->Driver.NeedFlush &= ~FLUSH_UPDATE_CURRENT;
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ctx->NewState |= _NEW_LIGHT;
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}
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