/*
* Mesa 3-D graphics library
- * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
const struct gl_light *light;
GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */
- _mesa_validate_all_lighting_tables( ctx );
-
COPY_3V(diffuseColor, base[0]);
diffuseColor[3] = CLAMP(
ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
rz = u[2] - normal[2] * two_nu;
m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F);
if (m > 0.0F)
- mInv = 0.5F * _mesa_inv_sqrtf(m);
+ mInv = 0.5F * INV_SQRTF(m);
else
mInv = 0.0F;
ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0];
else
ctx->Current.RasterDistance =
- SQRTF( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
+ sqrtf( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] );
/* compute transformed normal vector (for lighting or texgen) */
if (ctx->_NeedEyeCoords) {