GLfloat _MatAmbient[2][3]; /**< material ambient * light ambient */
GLfloat _MatDiffuse[2][3]; /**< material diffuse * light diffuse */
GLfloat _MatSpecular[2][3]; /**< material spec * light specular */
- GLfloat _dli; /**< CI diffuse light intensity */
- GLfloat _sli; /**< CI specular light intensity */
/*@}*/
};
/**
- * Compute lighting for the raster position. Both RGB and CI modes computed.
+ * Compute lighting for the raster position. RGB modes computed.
* \param ctx the context
* \param vertex vertex location
* \param normal normal vector
* \param Rcolor returned color
* \param Rspec returned specular color (if separate specular enabled)
- * \param Rindex returned color index
*/
static void
shade_rastpos(struct gl_context *ctx,
/*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor;
const struct gl_light *light;
GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */
- GLfloat diffuseCI = 0.0, specularCI = 0.0; /* for CI mode only */
_mesa_validate_all_lighting_tables( ctx );
/* Ambient + diffuse */
COPY_3V(diffuseContrib, light->_MatAmbient[0]);
ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]);
- diffuseCI += n_dot_VP * light->_dli * attenuation;
/* Specular */
{
ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef,
light->_MatSpecular[0]);
}
- /*assert(light->_sli > 0.0);*/
- specularCI += spec_coef * light->_sli * attenuation;
}
}
}