Fixed: Subtle render list/ GL state issue which led to shiny surfaces not being drawn with their corresponding mask texture.
\todo: We seem to be changing GL state far more frequently than necessary when lots of shiny surfaces are visible. I believe it would be more efficient on lower spec'd systems to maintain two list hashes, separating masked an unmasked shiny surfaces so that we batch together primitives with the same number of active texture units.
Fixed: Subtle render list/ GL state issue which led to shiny surfaces not being drawn with their corresponding mask texture.
\todo: We seem to be changing GL state far more frequently than necessary when lots of shiny surfaces are visible. I believe it would be more efficient on lower spec'd systems to maintain two list hashes, separating masked an unmasked shiny surfaces so that we batch together primitives with the same number of active texture units.