}
/* A hack. The r200 can actually cope just fine with materials
- * between begin/ends, so fix this. But how ?
+ * between begin/ends, so fix this.
+ * Should map to inputs just like the generic vertex arrays for vertex progs.
+ * In theory there could still be too many and we'd still need a fallback.
*/
static GLboolean check_material( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLint i;
- for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT;
- i < _TNL_ATTRIB_MAT_BACK_INDEXES;
+ for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT;
+ i < _TNL_ATTRIB_MAT_BACK_INDEXES;
i++)
if (tnl->vb.AttribPtr[i] &&
tnl->vb.AttribPtr[i]->stride)
return GL_FALSE;
}
-
+
static void r200WrapRunPipeline( GLcontext *ctx )
{
r200ContextPtr rmesa = R200_CONTEXT(ctx);
if (rmesa->NewGLState)
r200ValidateState( ctx );
- has_material = (ctx->Light.Enabled && check_material( ctx ));
+ has_material = !ctx->VertexProgram._Enabled && ctx->Light.Enabled && check_material( ctx );
if (has_material) {
TCL_FALLBACK( ctx, R200_TCL_FALLBACK_MATERIAL, GL_TRUE );