const GLuint vstride = input->stride;
const GLfloat *vertex = (GLfloat *)input->data;
- const GLuint nstride = VB->NormalPtr->stride;
- const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
GLfloat (*Fspec)[4] = (GLfloat (*)[4]) store->LitSecondary[0].data;
sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
#endif
- /* Side-effects done, can we finish now?
- */
- if (stage->changed_inputs == 0)
- return;
store->LitColor[0].stride = 16;
store->LitColor[1].stride = 16;
/* spotlight attenuation */
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; /* this light makes no contribution */
const GLuint vstride = input->stride;
const GLfloat *vertex = (GLfloat *) input->data;
- const GLuint nstride = VB->NormalPtr->stride;
- const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
#if IDX & LIGHT_TWOSIDE
sumA[1] = ctx->Light.Material.Attrib[MAT_ATTRIB_BACK_DIFFUSE][3];
#endif
- if (stage->changed_inputs == 0)
- return;
-
store->LitColor[0].stride = 16;
store->LitColor[1].stride = 16;
/* spotlight attenuation */
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; /* this light makes no contribution */
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
- const GLuint nstride = VB->NormalPtr->stride;
- const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
#if IDX & LIGHT_TWOSIDE
GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
#if IDX & LIGHT_MATERIAL
const GLuint nr = VB->Count;
#else
- const GLuint nr = VB->NormalPtr->count;
+ const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
#endif
#ifdef TRACE
VB->ColorPtr[1] = &store->LitColor[1];
#endif
- if (stage->changed_inputs == 0)
- return;
-
if (nr > 1) {
store->LitColor[0].stride = 16;
store->LitColor[1].stride = 16;
{
struct light_stage_data *store = LIGHT_STAGE_DATA(stage);
GLfloat sumA[2];
- const GLuint nstride = VB->NormalPtr->stride;
- const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
GLfloat (*Fcolor)[4] = (GLfloat (*)[4]) store->LitColor[0].data;
#if IDX & LIGHT_TWOSIDE
GLfloat (*Bcolor)[4] = (GLfloat (*)[4]) store->LitColor[1].data;
#if IDX & LIGHT_MATERIAL
const GLuint nr = VB->Count;
#else
- const GLuint nr = VB->NormalPtr->count;
+ const GLuint nr = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->count;
#endif
const struct gl_light *light;
VB->ColorPtr[1] = &store->LitColor[1];
#endif
- if (stage->changed_inputs == 0)
- return;
-
if (nr > 1) {
store->LitColor[0].stride = 16;
store->LitColor[1].stride = 16;
GLuint j;
const GLuint vstride = input->stride;
const GLfloat *vertex = (GLfloat *) input->data;
- const GLuint nstride = VB->NormalPtr->stride;
- const GLfloat *normal = (GLfloat *)VB->NormalPtr->data;
+ const GLuint nstride = VB->AttribPtr[_TNL_ATTRIB_NORMAL]->stride;
+ const GLfloat *normal = (GLfloat *)VB->AttribPtr[_TNL_ATTRIB_NORMAL]->data;
GLfloat *indexResult[2];
const GLuint nr = VB->Count;
VB->IndexPtr[1] = &store->LitIndex[1];
#endif
- if (stage->changed_inputs == 0)
- return;
-
indexResult[0] = (GLfloat *)VB->IndexPtr[0]->data;
#if IDX & LIGHT_TWOSIDE
indexResult[1] = (GLfloat *)VB->IndexPtr[1]->data;
/* spotlight attenuation */
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; /* this light makes no contribution */
}