-/* Lerp between adjacent values in the f(x) lookup table, giving a
- * continuous function, with adequeate overall accuracy. (Though
- * still pretty good compared to a straight lookup).
- */
-#define GET_SHINE_TAB_ENTRY( table, dp, result ) \
-do { \
- struct gl_shine_tab *_tab = table; \
- if (dp>1.0) \
- result = pow( dp, _tab->shininess ); \
- else { \
- float f = (dp * (SHINE_TABLE_SIZE-1)); \
- int k = (int) f; \
- result = _tab->tab[k] + (f-k)*(_tab->tab[k+1]-_tab->tab[k]); \
- } \
-} while (0)
-
-
-
-extern GLuint gl_material_bitmask( GLcontext *ctx,
- GLenum face, GLenum pname,
- GLuint legal,
- const char * );
-
-extern void gl_set_material( GLcontext *ctx, GLuint bitmask,
- const GLfloat *params);
+extern void
+_mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params);