diff --git a/Source/Core/Rendering/Renderer3D.cs b/Source/Core/Rendering/Renderer3D.cs
index 3243c142e290fcbf05ce618ac9269405f6dc6835..e2c4e41e3d9841d41f2b54ed8aa2d4b5225e5345 100644
--- a/Source/Core/Rendering/Renderer3D.cs
+++ b/Source/Core/Rendering/Renderer3D.cs
@@ -739,9 +739,9 @@ namespace CodeImp.DoomBuilder.Rendering
 					{
 						// Determine the shader pass we want to use for this object
 						int wantedshaderpass = (((g == highlighted) && showhighlight) || (g.Selected && showselection)) ? highshaderpass : shaderpass;
-						
-                        //mxd. Seems that translucent lines aren't affected by dynamic lights in GZDoom
-                        if (g.RenderPass != RenderPass.Alpha && General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
+
+                        //mxd. Seems that lines rendered with RenderPass.Alpha or RenderPass.Additive aren't affected by dynamic lights in GZDoom
+                        if (g.RenderPass != RenderPass.Alpha && g.RenderPass != RenderPass.Additive && General.Settings.GZDrawLights && !fullbrightness && thingsWithLight.Count > 0) {
                             if (curtexture.Texture != null) {
                                 if (!litGeometry.ContainsKey(curtexture.Texture))
                                     litGeometry[curtexture.Texture] = new List<VisualGeometry>();
diff --git a/Source/Core/VisualModes/VisualGeometry.cs b/Source/Core/VisualModes/VisualGeometry.cs
index ba57592ceb8f662f4c4ca0550df18f5e712e3b11..503784a57dbad1cdcd17a9e924e3392212bf0b62 100644
--- a/Source/Core/VisualModes/VisualGeometry.cs
+++ b/Source/Core/VisualModes/VisualGeometry.cs
@@ -203,10 +203,10 @@ namespace CodeImp.DoomBuilder.VisualModes
                         pc.g = (byte)((float)pc.g * valMod);
                         pc.b = (byte)((float)pc.b * valMod);
 
-                        int colorRef = pc.ToColorRef();
-                        p1.c = colorRef;
-                        p2.c = colorRef;
-                        p3.c = colorRef;
+                        int c = pc.ToInt();
+                        p1.c = c;
+                        p2.c = c;
+                        p3.c = c;
                     }
                     vertices[startIndex] = p1;
                     vertices[startIndex + 1] = p2;
diff --git a/Source/Plugins/GZDoomEditing/VisualModes/BaseVisualSector.cs b/Source/Plugins/GZDoomEditing/VisualModes/BaseVisualSector.cs
index 4fa7f2bb0a0457639282d134d163c7aa6fa60ce3..78641833dddcd78f0e9f052ad365887414fdb75d 100644
--- a/Source/Plugins/GZDoomEditing/VisualModes/BaseVisualSector.cs
+++ b/Source/Plugins/GZDoomEditing/VisualModes/BaseVisualSector.cs
@@ -117,9 +117,6 @@ namespace CodeImp.DoomBuilder.GZDoomEditing
 		// This updates this virtual the sector and neightbours if needed
 		public void UpdateSectorGeometry(bool includeneighbours)
 		{
-			//mxd dbg
-            GZBuilder.GZGeneral.Trace("UpdateSectorGeometry isupdating=" + isupdating);
-            
             if(isupdating)
 				return;