Now that _tnl_RasterPos no longer uses the shine tables, avoid
revalidating them.
Reviewed-by: Alex Deucher <alexdeucher@gmail.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Signed-off-by: Mathias Froehlich <Mathias.Froehlich@web.de>
const struct gl_light *light;
GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */
- _mesa_validate_all_lighting_tables( ctx );
-
COPY_3V(diffuseColor, base[0]);
diffuseColor[3] = CLAMP(
ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F );