ASSERT(side < 2);
if (ctx->_ShineTable[side])
ctx->_ShineTable[side]->refcount--;
- ctx->_ShineTable[side] = 0;
+ ctx->_ShineTable[side] = NULL;
}
ctx->Light.ColorMaterialMode = GL_AMBIENT_AND_DIFFUSE;
ctx->Light.ColorMaterialBitmask = _mesa_material_bitmask( ctx,
GL_FRONT_AND_BACK,
- GL_AMBIENT_AND_DIFFUSE, ~0, 0 );
+ GL_AMBIENT_AND_DIFFUSE, ~0,
+ NULL );
ctx->Light.ColorMaterialEnabled = GL_FALSE;