struct gl_light *light, *list = &ctx->Light.EnabledList;
GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
- if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
+ if (MESA_VERBOSE & VERBOSE_MATERIAL)
_mesa_debug(ctx, "_mesa_update_material, mask 0x%x\n", bitmask);
if (!bitmask)
* FLUSH_UPDATE_CURRENT, as when any outstanding material changes
* are flushed, they will update the derived state at that time.
*/
- if (ctx->Visual.rgbMode) {
- if (ctx->Light.Model.TwoSide)
- _mesa_update_material( ctx,
- MAT_BIT_FRONT_EMISSION |
- MAT_BIT_FRONT_AMBIENT |
- MAT_BIT_FRONT_DIFFUSE |
- MAT_BIT_FRONT_SPECULAR |
- MAT_BIT_BACK_EMISSION |
- MAT_BIT_BACK_AMBIENT |
- MAT_BIT_BACK_DIFFUSE |
- MAT_BIT_BACK_SPECULAR);
- else
- _mesa_update_material( ctx,
- MAT_BIT_FRONT_EMISSION |
- MAT_BIT_FRONT_AMBIENT |
- MAT_BIT_FRONT_DIFFUSE |
- MAT_BIT_FRONT_SPECULAR);
- }
- else {
- static const GLfloat ci[3] = { .30F, .59F, .11F };
- foreach(light, &ctx->Light.EnabledList) {
- light->_dli = DOT3(ci, light->Diffuse);
- light->_sli = DOT3(ci, light->Specular);
- }
- }
+ if (ctx->Light.Model.TwoSide)
+ _mesa_update_material(ctx,
+ MAT_BIT_FRONT_EMISSION |
+ MAT_BIT_FRONT_AMBIENT |
+ MAT_BIT_FRONT_DIFFUSE |
+ MAT_BIT_FRONT_SPECULAR |
+ MAT_BIT_BACK_EMISSION |
+ MAT_BIT_BACK_AMBIENT |
+ MAT_BIT_BACK_DIFFUSE |
+ MAT_BIT_BACK_SPECULAR);
+ else
+ _mesa_update_material(ctx,
+ MAT_BIT_FRONT_EMISSION |
+ MAT_BIT_FRONT_AMBIENT |
+ MAT_BIT_FRONT_DIFFUSE |
+ MAT_BIT_FRONT_SPECULAR);
}
/* Free lighting shininess exponentiation table */
foreach_s( s, tmps, ctx->_ShineTabList ) {
- _mesa_free( s );
+ free( s );
}
- _mesa_free( ctx->_ShineTabList );
+ free( ctx->_ShineTabList );
}