Mesh and projected textures problem

As I understand there is a way to draw meshes lit by projected textures using render.PushFlashlightMode but it seems only render last visible projected texture and the way to switch between visible projected textures or count them is unclear.
Here are examples of what I’ve got by rendering meshes with LightmappedGeneric material and black lightmap. Using VertexLitGeneric shader gave me same result.
The mesh is drawn in PostDrawOpaqueRenderables hook using mesh.Begin.

Mesh and 2 projected textures

https://vixen.nxserv.eu/owncloud/index.php/s/aqs8oe7EXqbE2N7/download[/thumb]

Mesh and 1 projected textures
[thumb]https://vixen.nxserv.eu/owncloud/index.php/s/kRo2M1KFHvQDGvV/download[/thumb]

Mesh and no projected textures
[thumb]https://vixen.nxserv.eu/owncloud/index.php/s/JyV9gRT7lBkoBTD/download



local function ApplyMeshData( mesh_data )
	for _,v in pairs( mesh_data ) do
		mesh.Position( v.p )
		mesh.Color(1,1,1,1)
		mesh.Specular( 1,1,1,1 )
		mesh.TangentT( v.tt )
		mesh.TangentS( v.ts )
		mesh.Normal( v.n )
		mesh.TexCoord(0, v.tex.x, v.tex.y )
		mesh.TexCoord(1, v.ltex.x, v.ltex.y )
		mesh.TexCoord(2, 0, 0 )
		mesh.AdvanceVertex()
	end
end

-- Here comes rendering code:
render.SetMaterial( self.material )
render.SetLightmapTexture( tex_black )

-- Opaque part of mesh
local n = math.floor(#self.mesh_data/3)
mesh.Begin( MATERIAL_TRIANGLES, n )
ApplyMeshData( self.mesh_data )
mesh.End()

-- Rendering flashlight overlay here
render.PushFlashlightMode( true )
mesh.Begin( MATERIAL_TRIANGLES, n )
ApplyMeshData( self.mesh_data )
mesh.End()
render.PopFlashlightMode()


How did you make those flashlights light up?
I though one had to make a Projected Texture.