FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.ShadeModel = mode;
+ if (mode == GL_FLAT)
+ ctx->_TriangleCaps |= DD_FLATSHADE;
+ else
+ ctx->_TriangleCaps &= ~DD_FLATSHADE;
+
if (ctx->Driver.ShadeModel)
ctx->Driver.ShadeModel( ctx, mode );
}
GET_CURRENT_CONTEXT(ctx);
GLint i = (GLint) (light - GL_LIGHT0);
GLfloat temp[4];
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (i < 0 || i >= (GLint) ctx->Const.MaxLights) {
_mesa_error( ctx, GL_INVALID_ENUM, "glLight(light=0x%x)", light );
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
ctx->Light.Model.TwoSide = newbool;
+ if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
+ ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
+ else
+ ctx->_TriangleCaps &= ~DD_TRI_LIGHT_TWOSIDE;
break;
case GL_LIGHT_MODEL_COLOR_CONTROL:
if (params[0] == (GLfloat) GL_SINGLE_COLOR)
}
else {
/* positional light w/ homogeneous coordinate, divide by W */
- GLfloat wInv = 1.0 / light->_Position[3];
+ GLfloat wInv = (GLfloat)1.0 / light->_Position[3];
light->_Position[0] *= wInv;
light->_Position[1] *= wInv;
light->_Position[2] *= wInv;
/* Miscellaneous */
ctx->Light._NeedEyeCoords = GL_FALSE;
ctx->_NeedEyeCoords = GL_FALSE;
+ ctx->_ForceEyeCoords = GL_FALSE;
ctx->_ModelViewInvScale = 1.0;
}