Fix #34240: cycles material preview of sphere + sky had black sky, now it uses
the current scene world.
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@@ -360,7 +360,11 @@ static Scene *preview_prepare_scene(Scene *scene, ID *id, int id_type, ShaderPre
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}
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}
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}
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else {
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/* use current scene world to light sphere */
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if (ma->pr_type == MA_SPHERE_A)
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sce->world = scene->world;
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}
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if (sp->pr_method == PR_ICON_RENDER) {
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if (mat->material_type == MA_TYPE_HALO) {
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