OFFSET( "CTX_LIGHT_COLOR_MAT_MODE ", struct gl_context, Light.ColorMaterialMode );
OFFSET( "CTX_LIGHT_COLOR_MAT_MASK ", struct gl_context, Light._ColorMaterialBitmask );
OFFSET( "CTX_LIGHT_COLOR_MAT_ENABLED ", struct gl_context, Light.ColorMaterialEnabled );
- OFFSET( "CTX_LIGHT_ENABLED_LIST ", struct gl_context, Light.EnabledList );
+ OFFSET( "CTX_LIGHT_ENABLED_LIGHTS ", struct gl_context, Light._EnabledLights );
OFFSET( "CTX_LIGHT_NEED_VERTS ", struct gl_context, Light._NeedVertices );
OFFSET( "CTX_LIGHT_BASE_COLOR ", struct gl_context, Light._BaseColor );
*/
OFFSET_HEADER( "struct gl_light" );
- OFFSET( "LIGHT_NEXT ", struct gl_light, next );
- OFFSET( "LIGHT_PREV ", struct gl_light, prev );
printf( "\n" );
OFFSET( "LIGHT_AMBIENT ", struct gl_light, Ambient );
OFFSET( "LIGHT_DIFFUSE ", struct gl_light, Diffuse );