_mesa_ShadeModel( GLenum mode );
extern void GLAPIENTRY
-_mesa_ProvokingVertexEXT(GLenum mode);
+_mesa_ProvokingVertex(GLenum mode);
-#if _HAVE_FULL_GL
extern void GLAPIENTRY
_mesa_ColorMaterial( GLenum face, GLenum mode );
_mesa_light(struct gl_context *ctx, GLuint lnum, GLenum pname, const GLfloat *params);
-/*
- * Compute dp ^ SpecularExponent.
- * Lerp between adjacent values in the f(x) lookup table, giving a
- * continuous function, with adequate overall accuracy. (Though still
- * pretty good compared to a straight lookup).
- */
-static inline GLfloat
-_mesa_lookup_shininess(const struct gl_context *ctx, GLuint face, GLfloat dp)
-{
- const struct gl_shine_tab *tab = ctx->_ShineTable[face];
- float f = dp * (SHINE_TABLE_SIZE - 1);
- int k = (int) f;
- if (k < 0 /* gcc may cast an overflow float value to negative int value */
- || k > SHINE_TABLE_SIZE - 2)
- return powf(dp, tab->shininess);
- else
- return tab->tab[k] + (f - k) * (tab->tab[k+1] - tab->tab[k]);
-}
-
-
extern GLuint _mesa_material_bitmask( struct gl_context *ctx,
GLenum face, GLenum pname,
GLuint legal,
const char * );
-extern void _mesa_validate_all_lighting_tables( struct gl_context *ctx );
-
extern void _mesa_update_lighting( struct gl_context *ctx );
extern void _mesa_update_tnl_spaces( struct gl_context *ctx, GLuint new_state );
extern void _mesa_allow_light_in_model( struct gl_context *ctx, GLboolean flag );
-#else
-#define _mesa_update_color_material( c, r ) ((void)0)
-#define _mesa_validate_all_lighting_tables( c ) ((void)0)
-#define _mesa_material_bitmask( c, f, p, l, s ) 0
-#define _mesa_init_lighting( c ) ((void)0)
-#define _mesa_free_lighting_data( c ) ((void)0)
-#define _mesa_update_lighting( c ) ((void)0)
-#define _mesa_update_tnl_spaces( c, n ) ((void)0)
-#define GET_SHINE_TAB_ENTRY( table, dp, result ) ((result)=0)
-#endif
-
#endif