}
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_TRUE;
+ ctx->_ForceEyeCoords = GL_FALSE;
ctx->_ModelViewInvScale = 1.0;
}