nv10_emit_color_material(struct gl_context *ctx, int emit)
{
struct nouveau_pushbuf *push = context_push(ctx);
- unsigned mask = get_material_bitmask(ctx->Light.ColorMaterialBitmask);
+ unsigned mask = get_material_bitmask(ctx->Light._ColorMaterialBitmask);
BEGIN_NV04(push, NV10_3D(COLOR_MATERIAL), 1);
PUSH_DATA (push, ctx->Light.ColorMaterialEnabled ? mask : 0);
#define USE_COLOR_MATERIAL(attr) \
(ctx->Light.ColorMaterialEnabled && \
- ctx->Light.ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr))
+ ctx->Light._ColorMaterialBitmask & (1 << MAT_ATTRIB_FRONT_##attr))
void
nv10_emit_material_ambient(struct gl_context *ctx, int emit)