From 8e5bc6dd1dab61858ae34ed76c7b2cc3e90b7ad5 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Mathias=20Fr=C3=B6hlich?= Date: Wed, 29 Feb 2012 18:19:34 +0100 Subject: [PATCH] mesa: Do not invalidate shine tables in compute light positions. Since the shine tables are now only used in the tnl lighting stage, where they are validated through the tnl driver function NotifyMaterialChange called in tnl/t_vb_light.c, we can not omit calling _mesa_validate_all_lighting_tables (which only validates the shine tables) in main/light.c. Reviewed-by: Alex Deucher Reviewed-by: Brian Paul Signed-off-by: Mathias Froehlich --- src/mesa/main/light.c | 3 --- 1 file changed, 3 deletions(-) diff --git a/src/mesa/main/light.c b/src/mesa/main/light.c index a120b12da71..f40e561a893 100644 --- a/src/mesa/main/light.c +++ b/src/mesa/main/light.c @@ -1052,9 +1052,6 @@ compute_light_positions( struct gl_context *ctx ) TRANSFORM_NORMAL( ctx->_EyeZDir, eye_z, ctx->ModelviewMatrixStack.Top->m ); } - /* Make sure all the light tables are updated before the computation */ - _mesa_validate_all_lighting_tables(ctx); - foreach (light, &ctx->Light.EnabledList) { if (ctx->_NeedEyeCoords) { -- 2.30.2