specularColor.alpha should default to 1, not 0
authorBrian <brian@yutani.localnet.net>
Sat, 21 Apr 2007 21:56:10 +0000 (15:56 -0600)
committerBrian <brian@yutani.localnet.net>
Sat, 21 Apr 2007 21:56:10 +0000 (15:56 -0600)
src/mesa/main/rastpos.c

index 4a0c24fdbcc8561069dc535875225fd5ba983582..2d71014a1879c53c37c19d04950c2ef97dd51c61 100644 (file)
@@ -138,7 +138,7 @@ shade_rastpos(GLcontext *ctx,
    COPY_3V(diffuseColor, base[0]);
    diffuseColor[3] = CLAMP( 
       ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );
-   ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 0.0);
+   ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0);
 
    foreach (light, &ctx->Light.EnabledList) {
       GLfloat attenuation = 1.0;