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
_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.
*/