}
INIT_SPAN(span, GL_BITMAP, 0, 0, SPAN_RGBA);
- if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
- _swrast_span_default_secondary_color(ctx, &span);
+ _swrast_span_default_secondary_color(ctx, &span);
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
if (swrast->_FogEnabled)
INIT_SPAN(span, GL_BITMAP, 0, 0, SPAN_Z);
_swrast_span_default_color(ctx, &span);
- if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
- _swrast_span_default_secondary_color(ctx, &span);
+ _swrast_span_default_secondary_color(ctx, &span);
if (swrast->_FogEnabled)
_swrast_span_default_fog(ctx, &span);
if (ctx->Texture._EnabledCoordUnits)
return;
INIT_SPAN(span, GL_BITMAP, 0, 0, SPAN_RGBA);
- if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
- _swrast_span_default_secondary_color(ctx, &span);
+ _swrast_span_default_secondary_color(ctx, &span);
if (ctx->Depth.Test)
_swrast_span_default_z(ctx, &span);
if (swrast->_FogEnabled)