projects
/
mesa.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
Merge commit 'origin/master' into gallium-map-range
[mesa.git]
/
src
/
mesa
/
tnl
/
t_vb_light.c
diff --git
a/src/mesa/tnl/t_vb_light.c
b/src/mesa/tnl/t_vb_light.c
index 1deab4d43a6a45a14982bf78bd5593eb8afd7e69..f47f99397c9ad29bf59664884f66325f1d25d879 100644
(file)
--- a/
src/mesa/tnl/t_vb_light.c
+++ b/
src/mesa/tnl/t_vb_light.c
@@
-1,8
+1,8
@@
/*
* Mesa 3-D graphics library
/*
* Mesa 3-D graphics library
- * Version: 6.
3
+ * Version: 6.
5
*
*
- * Copyright (C) 1999-200
5
Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-200
6
Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@
-24,13
+24,13
@@
-#include "glheader.h"
-#include "colormac.h"
-#include "light.h"
-#include "macros.h"
-#include "imports.h"
-#include "simple_list.h"
-#include "mtypes.h"
+#include "
main/
glheader.h"
+#include "
main/
colormac.h"
+#include "
main/
light.h"
+#include "ma
in/ma
cros.h"
+#include "
main/
imports.h"
+#include "
main/
simple_list.h"
+#include "m
ain/m
types.h"
#include "math/m_translate.h"
#include "math/m_translate.h"
@@
-135,7
+135,7
@@
prepare_materials(GLcontext *ctx,
* update_materials(), above, that'll actually copy the vertex color to
* the material attribute(s).
*/
* update_materials(), above, that'll actually copy the vertex color to
* the material attribute(s).
*/
- for (i = _TNL_
ATTRIB_MAT_FRONT_AMBIENT ; i < _TNL_ATTRIB_INDEX
; i++) {
+ for (i = _TNL_
FIRST_MAT; i <= _TNL_LAST_MAT
; i++) {
if (VB->AttribPtr[i]->stride) {
const GLuint j = store->mat_count++;
const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
if (VB->AttribPtr[i]->stride) {
const GLuint j = store->mat_count++;
const GLuint attr = i - _TNL_ATTRIB_MAT_FRONT_AMBIENT;
@@
-203,7
+203,7
@@
static GLboolean run_lighting( GLcontext *ctx,
GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
GLuint idx;
GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
GLuint idx;
- if (!ctx->Light.Enabled || ctx->VertexProgram._
Enabled
)
+ if (!ctx->Light.Enabled || ctx->VertexProgram._
Current
)
return GL_TRUE;
/* Make sure we can talk about position x,y and z:
return GL_TRUE;
/* Make sure we can talk about position x,y and z:
@@
-248,7
+248,7
@@
static GLboolean run_lighting( GLcontext *ctx,
VB->AttribPtr[_TNL_ATTRIB_COLOR0] = VB->ColorPtr[0];
VB->AttribPtr[_TNL_ATTRIB_COLOR1] = VB->SecondaryColorPtr[0];
VB->AttribPtr[_TNL_ATTRIB_COLOR0] = VB->ColorPtr[0];
VB->AttribPtr[_TNL_ATTRIB_COLOR1] = VB->SecondaryColorPtr[0];
- VB->AttribPtr[_TNL_ATTRIB_INDEX] = VB->IndexPtr[0];
+ VB->AttribPtr[_TNL_ATTRIB_
COLOR_
INDEX] = VB->IndexPtr[0];
return GL_TRUE;
}
return GL_TRUE;
}
@@
-261,7
+261,7
@@
static void validate_lighting( GLcontext *ctx,
{
light_func *tab;
{
light_func *tab;
- if (!ctx->Light.Enabled || ctx->VertexProgram._
Enabled
)
+ if (!ctx->Light.Enabled || ctx->VertexProgram._
Current
)
return;
if (ctx->Visual.rgbMode) {
return;
if (ctx->Visual.rgbMode) {