#include "math/m_matrix.h"
-void
+void GLAPIENTRY
_mesa_ShadeModel( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
}
-void
+void GLAPIENTRY
_mesa_Lightf( GLenum light, GLenum pname, GLfloat param )
{
_mesa_Lightfv( light, pname, ¶m );
}
-void
+void GLAPIENTRY
_mesa_Lightfv( GLenum light, GLenum pname, const GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
}
-void
+void GLAPIENTRY
_mesa_Lighti( GLenum light, GLenum pname, GLint param )
{
_mesa_Lightiv( light, pname, ¶m );
}
-void
+void GLAPIENTRY
_mesa_Lightiv( GLenum light, GLenum pname, const GLint *params )
{
GLfloat fparam[4];
-void
+void GLAPIENTRY
_mesa_GetLightfv( GLenum light, GLenum pname, GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
}
-void
+void GLAPIENTRY
_mesa_GetLightiv( GLenum light, GLenum pname, GLint *params )
{
GET_CURRENT_CONTEXT(ctx);
/**********************************************************************/
-void
+void GLAPIENTRY
_mesa_LightModelfv( GLenum pname, const GLfloat *params )
{
GLenum newenum;
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Model.ColorControl = newenum;
-
- if ((ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR)
- || ctx->Fog.ColorSumEnabled)
- ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
- else
- ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
-
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glLightModel(pname=0x%x)", pname );
}
-void
+void GLAPIENTRY
_mesa_LightModeliv( GLenum pname, const GLint *params )
{
GLfloat fparam[4];
}
-void
+void GLAPIENTRY
_mesa_LightModeli( GLenum pname, GLint param )
{
_mesa_LightModeliv( pname, ¶m );
}
-void
+void GLAPIENTRY
_mesa_LightModelf( GLenum pname, GLfloat param )
{
_mesa_LightModelfv( pname, ¶m );
}
-void
+void GLAPIENTRY
_mesa_ColorMaterial( GLenum face, GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
}
-void
+void GLAPIENTRY
_mesa_GetMaterialfv( GLenum face, GLenum pname, GLfloat *params )
{
GET_CURRENT_CONTEXT(ctx);
}
-void
+void GLAPIENTRY
_mesa_GetMaterialiv( GLenum face, GLenum pname, GLint *params )
{
GET_CURRENT_CONTEXT(ctx);
void
_mesa_allow_light_in_model( GLcontext *ctx, GLboolean flag )
{
- ctx->_ForceEyeCoords = flag;
+ ctx->_ForceEyeCoords = !flag;
ctx->NewState |= _NEW_POINT; /* one of the bits from
* _MESA_NEW_NEED_EYE_COORDS.
*/