*/
-#include "glheader.h"
-#include "colormac.h"
-#include "context.h"
-#include "feedback.h"
-#include "light.h"
-#include "macros.h"
-#include "rastpos.h"
-#include "simple_list.h"
-#include "mtypes.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/context.h"
+#include "main/feedback.h"
+#include "main/light.h"
+#include "main/macros.h"
+#include "main/rastpos.h"
+#include "main/simple_list.h"
+#include "main/mtypes.h"
#include "math/m_matrix.h"
#include "tnl/tnl.h"
light->QuadraticAttenuation));
if (light->_Flags & LIGHT_SPOT) {
- GLfloat PV_dot_dir = - DOT3(VP, light->_NormDirection);
+ GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection);
if (PV_dot_dir<light->_CosCutoff) {
continue;
mInv = 0.0F;
if (texUnit->TexGenEnabled & S_BIT) {
- switch (texUnit->GenModeS) {
+ switch (texUnit->GenS.Mode) {
case GL_OBJECT_LINEAR:
- texcoord[0] = DOT4(vObj, texUnit->ObjectPlaneS);
+ texcoord[0] = DOT4(vObj, texUnit->GenS.ObjectPlane);
break;
case GL_EYE_LINEAR:
- texcoord[0] = DOT4(vEye, texUnit->EyePlaneS);
+ texcoord[0] = DOT4(vEye, texUnit->GenS.EyePlane);
break;
case GL_SPHERE_MAP:
texcoord[0] = rx * mInv + 0.5F;
}
if (texUnit->TexGenEnabled & T_BIT) {
- switch (texUnit->GenModeT) {
+ switch (texUnit->GenT.Mode) {
case GL_OBJECT_LINEAR:
- texcoord[1] = DOT4(vObj, texUnit->ObjectPlaneT);
+ texcoord[1] = DOT4(vObj, texUnit->GenT.ObjectPlane);
break;
case GL_EYE_LINEAR:
- texcoord[1] = DOT4(vEye, texUnit->EyePlaneT);
+ texcoord[1] = DOT4(vEye, texUnit->GenT.EyePlane);
break;
case GL_SPHERE_MAP:
texcoord[1] = ry * mInv + 0.5F;
}
if (texUnit->TexGenEnabled & R_BIT) {
- switch (texUnit->GenModeR) {
+ switch (texUnit->GenR.Mode) {
case GL_OBJECT_LINEAR:
- texcoord[2] = DOT4(vObj, texUnit->ObjectPlaneR);
+ texcoord[2] = DOT4(vObj, texUnit->GenR.ObjectPlane);
break;
case GL_EYE_LINEAR:
- texcoord[2] = DOT4(vEye, texUnit->EyePlaneR);
+ texcoord[2] = DOT4(vEye, texUnit->GenR.EyePlane);
break;
case GL_REFLECTION_MAP:
texcoord[2] = rz;
}
if (texUnit->TexGenEnabled & Q_BIT) {
- switch (texUnit->GenModeQ) {
+ switch (texUnit->GenQ.Mode) {
case GL_OBJECT_LINEAR:
- texcoord[3] = DOT4(vObj, texUnit->ObjectPlaneQ);
+ texcoord[3] = DOT4(vObj, texUnit->GenQ.ObjectPlane);
break;
case GL_EYE_LINEAR:
- texcoord[3] = DOT4(vEye, texUnit->EyePlaneQ);
+ texcoord[3] = DOT4(vEye, texUnit->GenQ.EyePlane);
break;
default:
_mesa_problem(ctx, "Bad Q texgen in compute_texgen()");
void
_tnl_RasterPos(GLcontext *ctx, const GLfloat vObj[4])
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- FLUSH_CURRENT(ctx, 0);
-
if (ctx->VertexProgram._Enabled) {
/* XXX implement this */
_mesa_problem(ctx, "Vertex programs not implemented for glRasterPos");